Design and implementing gamified learning in a digital literacy course at an open distance university in South Africa

Gamification has the potential to enhance learner engagement and learning in Distance Education. However, there exists a notable gap in the literature regarding a comprehensive gamified framework tailored for assisting lecturers integrate gamification in their modules. Towards addressing this gap, the study investigates the design and implementation of a gamified framework to develop a course on African Digital Literacy, based on the Analysis, Design, Development, Implementation and Evaluation (ADDIE) model, aimed at supporting module developers to effectively gamify modules and courses. The ADDIE model served as the foundational framework for designing a course, emphasising the integration of cultural narratives and game elements such as badges and leaderboards to enhance engagement. The findings underscore the successful integration of game elements and cultural narratives to enhance student engagement and collaboration. Recommendations include the adoption of a multidisciplinary approach in designing gamified online courses to create stimulating and culturally relevant learning environments. Educators, instructional designers, and policymakers seeking to leverage gamification to enrich online learning environments will find guidance in this research, which bridges the gap between traditional learning approaches and culturally immersive, engaging educational experiences.

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Publication Details

Journal
The Independent Journal of Teaching and Learning
Published
2025-05-26
DOI
https://doi.org/10.17159/e5vegb41
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Design and implementing gamified learning in a digital literacy course at an open distance university in South Africa

Poomoney Govender
The Independent Journal of Teaching and Learning
Educational Games and Gamification
article

Design and implementing gamified learning in a digital literacy course at an open distance university in South Africa

Poomoney Govender
article en

Abstract

Gamification has the potential to enhance learner engagement and learning in Distance Education. However, there exists a notable gap in the literature regarding a comprehensive gamified framework tailored for assisting lecturers integrate gamification in their modules. Towards addressing this gap, the study investigates the design and implementation of a gamified framework to develop a course on African Digital Literacy, based on the Analysis, Design, Development, Implementation and Evaluation (ADDIE) model, aimed at supporting module developers to effectively gamify modules and courses. The ADDIE model served as the foundational framework for designing a course, emphasising the integration of cultural narratives and game elements such as badges and leaderboards to enhance engagement. The findings underscore the successful integration of game elements and cultural narratives to enhance student engagement and collaboration. Recommendations include the adoption of a multidisciplinary approach in designing gamified online courses to create stimulating and culturally relevant learning environments. Educators, instructional designers, and policymakers seeking to leverage gamification to enrich online learning environments will find guidance in this research, which bridges the gap between traditional learning approaches and culturally immersive, engaging educational experiences.

The Independent Journal of Teaching and LearningVol. 20(1)
University of South Africa (ZA)
Openalex Percentile: Top 88%
Educational Games and Gamification
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Design and implementing gamified learning in a digital literacy course at an open distance university in South Africa — Poomoney Govender · The Independent Journal of Teaching and Learning (2025) | TGRS Research Map | TGRS