Effect of Gamified, Mobile, Cloud-Based Learning Management System (GMCLMS) on student engagement and achievement

Abstract Using mobile technologies and cloud computing with an approach of gamification stimulates and enriches the learning management system (LMS) for a unique creative learning environment that fosters boundless opportunities for learners. Today’s learners seek self-paced and motivating experiences. This study shows the importance of integrating attractive features within e-learning platforms to improve students’ achievement and engagement. This study aims to develop a Gamified Mobile Cloud-based Learning Management System (GMCLMS) and assess how it affects academic achievement and student engagement in the Object-Oriented Programming (OOP) course. Moreover, the study aims to outline and compare the proposed GMCLMS with conventional learning Management Systems (LMS). The study employs mixed research methods, using the development approach for GMCLMS and a quasi-experimental design for conducting the research. The findings reveal that the experimental group performed significantly better than the control group. Such results show that GMCLMS might be able to strategically involve students in their learning activities. The proposed system reinforcing the students’ engagement with a core OOP concepts instruction which was coupled with large effect sizes and a high Black gain ratio, underscores balanced student engagement development. These findings align with the broader literature on gamification in learning, confirming its potential to reinforce learning outcomes. This paper offers three practical suggestions: creating a foundation for the development and implementation of (GMCLMS), maximizing the impact of (GMCLMS), and enhancing the cost-effectiveness of education. The findings imply that integrating cloud-based and gamified systems in educational frameworks can improve student engagement as well as learning achievements, thus expanding the body of evidence for modern educational technologies. The findings offer actionable insights for educators and educational institutions from a factual rather than theoretical perspective.

Authors

Institutions

Publication Details

Journal
International Journal of Educational Technology in Higher Education
Published
2025-08-14
DOI
https://doi.org/10.1186/s41239-025-00541-1
Citations
5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
17.22
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Effect of Gamified, Mobile, Cloud-Based Learning Management System (GMCLMS) on student engagement and achievement

Doaa Elbourhamy, Hassan A. El-Sabagh, Hosnia M. M. Ahmed
5 citations
International Journal of Educational Technology in Higher Education
Educational Games and Gamification
17.22
article

Effect of Gamified, Mobile, Cloud-Based Learning Management System (GMCLMS) on student engagement and achievement

Doaa Elbourhamy, Hassan A. El-Sabagh, Hosnia M. M. Ahmed
article en
5 citations

Abstract

Abstract Using mobile technologies and cloud computing with an approach of gamification stimulates and enriches the learning management system (LMS) for a unique creative learning environment that fosters boundless opportunities for learners. Today’s learners seek self-paced and motivating experiences. This study shows the importance of integrating attractive features within e-learning platforms to improve students’ achievement and engagement. This study aims to develop a Gamified Mobile Cloud-based Learning Management System (GMCLMS) and assess how it affects academic achievement and student engagement in the Object-Oriented Programming (OOP) course. Moreover, the study aims to outline and compare the proposed GMCLMS with conventional learning Management Systems (LMS). The study employs mixed research methods, using the development approach for GMCLMS and a quasi-experimental design for conducting the research. The findings reveal that the experimental group performed significantly better than the control group. Such results show that GMCLMS might be able to strategically involve students in their learning activities. The proposed system reinforcing the students’ engagement with a core OOP concepts instruction which was coupled with large effect sizes and a high Black gain ratio, underscores balanced student engagement development. These findings align with the broader literature on gamification in learning, confirming its potential to reinforce learning outcomes. This paper offers three practical suggestions: creating a foundation for the development and implementation of (GMCLMS), maximizing the impact of (GMCLMS), and enhancing the cost-effectiveness of education. The findings imply that integrating cloud-based and gamified systems in educational frameworks can improve student engagement as well as learning achievements, thus expanding the body of evidence for modern educational technologies. The findings offer actionable insights for educators and educational institutions from a factual rather than theoretical perspective.

International Journal of Educational Technology in Higher EducationVol. 22(1)
Kafrelsheikh University (EG), Mansoura University (EG)
Openalex Percentile: Top 1%
Educational Games and Gamification
17.22
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.