Evaluating the Usability of Gamification Features in Learning Management Systems

This study investigated the usability of gamification features in Learning Management Systems (LMS), focusing on the Canvas platform. A mixed-methods approach was adopted, beginning with a literature review and followed by usability testing with 24 university students using Figma-based prototypes, one standard and one with gamification elements, as the study followed a between-subjects design. Quantitative data were collected through the System Usability Scale (SUS) scores, while qualitative insights were obtained via semi-structured interviews. The findings reveal that the gamified prototype achieved significantly higher SUS scores (M = 94.38) compared to the standard version (M = 71.67). The independent-sample t-test confirmed this difference to be statistically significant (p = 0.004), indicating that the gamified prototype was perceived as significantly more usable. Participants reported increased motivation, engagement, and emotional connection to features such as streaks, progress bars, and badges through the semi-structured interviews, although some noted potential stress from competitive elements. The study concludes that thoughtfully implemented gamification can enhance both usability and user satisfaction in LMS environments, offering practical insights for user-centered educational design.

Publication Details

Journal
Jonkoping University Library (Jönköping University)
Published
2025-01-01
Primary Topic
Magnetic confinement fusion research
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article

Evaluating the Usability of Gamification Features in Learning Management Systems

Jonkoping University Library (Jönköping University)
Magnetic confinement fusion research
article

Evaluating the Usability of Gamification Features in Learning Management Systems

article en

Abstract

This study investigated the usability of gamification features in Learning Management Systems (LMS), focusing on the Canvas platform. A mixed-methods approach was adopted, beginning with a literature review and followed by usability testing with 24 university students using Figma-based prototypes, one standard and one with gamification elements, as the study followed a between-subjects design. Quantitative data were collected through the System Usability Scale (SUS) scores, while qualitative insights were obtained via semi-structured interviews. The findings reveal that the gamified prototype achieved significantly higher SUS scores (M = 94.38) compared to the standard version (M = 71.67). The independent-sample t-test confirmed this difference to be statistically significant (p = 0.004), indicating that the gamified prototype was perceived as significantly more usable. Participants reported increased motivation, engagement, and emotional connection to features such as streaks, progress bars, and badges through the semi-structured interviews, although some noted potential stress from competitive elements. The study concludes that thoughtfully implemented gamification can enhance both usability and user satisfaction in LMS environments, offering practical insights for user-centered educational design.

Jonkoping University Library (Jönköping University)
Quality Education
Openalex Percentile: Top 33%
Magnetic confinement fusion research
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