Gamified Learning Models for Cloud Computing Skill Development an Empirical Study

Cloud computing skills are in high demand, yet learners frequently disengage from the long, self-paced online courses through which these skills are typically taught. Gamification — the use of game-design elements such as points, badges, leaderboards, and challenges in non-game contexts — has been proposed as a remedy, but the empirical evidence is mixed and rarely focused on cloud-skill acquisition specifically. This article presents GLM-Cloud, a gamified learning model for cloud computing skill development, and evaluates it empirically. We ground the study in two public resources: the Open University Learning Analytics Dataset (OULAD), which supplies a large, openly licensed record of online-learner engagement and outcomes, and the published meta-analytic effect sizes for educational gamification. Using a quasi-experimental pre/post design with a gamified and a control condition, we test three hypotheses linking game elements to motivation, engagement, and cloud-skill outcomes through a mediation model. Illustrative results indicate a large effect on skill-assessment gains, a medium effect on sustained engagement, and a smaller but positive effect on course completion, consistent with the magnitude reported in the gamification meta-analysis literature. We discuss mechanisms, threats to validity, the novelty-effect risk, and design guidance for cloud-skills curricula. All datasets used are publicly available and explicitly acknowledged.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-07-28
DOI
https://doi.org/10.5281/zenodo.21637313
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamified Learning Models for Cloud Computing Skill Development an Empirical Study

Sushma Sunkollu Nagaraj
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Gamified Learning Models for Cloud Computing Skill Development an Empirical Study

Sushma Sunkollu Nagaraj
article en

Abstract

Cloud computing skills are in high demand, yet learners frequently disengage from the long, self-paced online courses through which these skills are typically taught. Gamification — the use of game-design elements such as points, badges, leaderboards, and challenges in non-game contexts — has been proposed as a remedy, but the empirical evidence is mixed and rarely focused on cloud-skill acquisition specifically. This article presents GLM-Cloud, a gamified learning model for cloud computing skill development, and evaluates it empirically. We ground the study in two public resources: the Open University Learning Analytics Dataset (OULAD), which supplies a large, openly licensed record of online-learner engagement and outcomes, and the published meta-analytic effect sizes for educational gamification. Using a quasi-experimental pre/post design with a gamified and a control condition, we test three hypotheses linking game elements to motivation, engagement, and cloud-skill outcomes through a mediation model. Illustrative results indicate a large effect on skill-assessment gains, a medium effect on sustained engagement, and a smaller but positive effect on course completion, consistent with the magnitude reported in the gamification meta-analysis literature. We discuss mechanisms, threats to validity, the novelty-effect risk, and design guidance for cloud-skills curricula. All datasets used are publicly available and explicitly acknowledged.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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.

Gamified Learning Models for Cloud Computing Skill Development an Empirical Study — Sushma Sunkollu Nagaraj · Zenodo (CERN European Organization for Nuclear Research) (2026) | TGRS Research Map | TGRS