Balancing Gamification and Self-Regulated Learning in a User-Centered Analytics Dashboard for LMS Platforms

Students in higher education often face challenges related to motivation, self-regulation, and engagement. This article presents TIRIA, a user-centered learning analytics dashboard designed for Moodle and adaptable to other Learning Management Systems (LMSs), and reports a formative evaluation of its high-fidelity prototype. The design followed a Design Thinking methodology informed by a targeted literature review, interviews with 10 instructors and 9 students, and iterative prototyping. TIRIA integrates visual analytics, personalized feedback, and a gamification layer (points, badges, goal-setting, and a virtual assistant), aligned with Self-Regulated Learning (SRL) theory and interpreted through Self-Determination Theory (SDT). Because the evaluation used a Figma prototype populated with mock data rather than a deployed integration, the study reports perceptions rather than learning outcomes. Six undergraduate students completed think-aloud sessions, a semi-structured interview, and a survey combining the System Usability Scale (SUS), a Technology Acceptance Model (TAM) measure, and two five-item measures adapted from learning analytics quality indicators and from gamification research. Participants rated usability highly (SUS = 93.75, PEOU = 4.75) and consistently valued organizational features, while responses to the gamification layer were markedly polarized (individual means ranging from 1.2 to 5.0). The article contributes a documented design case mapping features to SRL phases and SDT constructs, formative evidence supporting an opt-in approach to gamification, and implementation considerations covering privacy and Moodle integration. Findings are exploratory and require confirmation through deployment in an authentic learning environment.

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Publication Details

Journal
Applied Sciences
Published
2026-08-14
DOI
https://doi.org/10.3390/app16168128
Primary Topic
Educational Games and Gamification
Type
article
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article

Balancing Gamification and Self-Regulated Learning in a User-Centered Analytics Dashboard for LMS Platforms

Amel Guedidi, Thomas Hurtut, Bruno Poëllhuber, Hasti Ghader Azad
Applied Sciences
Educational Games and Gamification
article

Balancing Gamification and Self-Regulated Learning in a User-Centered Analytics Dashboard for LMS Platforms

Amel Guedidi, Thomas Hurtut, Bruno Poëllhuber, Hasti Ghader Azad
article en

Abstract

Students in higher education often face challenges related to motivation, self-regulation, and engagement. This article presents TIRIA, a user-centered learning analytics dashboard designed for Moodle and adaptable to other Learning Management Systems (LMSs), and reports a formative evaluation of its high-fidelity prototype. The design followed a Design Thinking methodology informed by a targeted literature review, interviews with 10 instructors and 9 students, and iterative prototyping. TIRIA integrates visual analytics, personalized feedback, and a gamification layer (points, badges, goal-setting, and a virtual assistant), aligned with Self-Regulated Learning (SRL) theory and interpreted through Self-Determination Theory (SDT). Because the evaluation used a Figma prototype populated with mock data rather than a deployed integration, the study reports perceptions rather than learning outcomes. Six undergraduate students completed think-aloud sessions, a semi-structured interview, and a survey combining the System Usability Scale (SUS), a Technology Acceptance Model (TAM) measure, and two five-item measures adapted from learning analytics quality indicators and from gamification research. Participants rated usability highly (SUS = 93.75, PEOU = 4.75) and consistently valued organizational features, while responses to the gamification layer were markedly polarized (individual means ranging from 1.2 to 5.0). The article contributes a documented design case mapping features to SRL phases and SDT constructs, formative evidence supporting an opt-in approach to gamification, and implementation considerations covering privacy and Moodle integration. Findings are exploratory and require confirmation through deployment in an authentic learning environment.

Applied SciencesVol. 16(16)
Polytechnique Montréal (CA), Université de Montréal (CA)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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Balancing Gamification and Self-Regulated Learning in a User-Centered Analytics Dashboard for LMS Platforms — Amel Guedidi, Thomas Hurtut, et al. · Applied Sciences (2026) | TGRS Research Map | TGRS