Volume 6, 2018: Issue 1

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Title:

The effects of gamification elements in e-learning platforms

Author(s):

Ruti Gafni, The Academic College of Tel Aviv Yaffo, Israel

Dafni Biran Achituv, The Academic College of Tel Aviv Yaffo, Israel

Shimon Eidelman, The Academic College of Tel Aviv Yaffo, Israel

Tomer Chatsky, The Academic College of Tel Aviv Yaffo, Israel

Abstract:

Gamification to perform tedious tasks in an enjoyable way is used in e-learning systems. This study examines in what manner gamification elements affect the e-learning experience in software studies. Two similar e-learning platforms were developed with the aim to teach basic Linux commands, one of them including gaming elements. One group (92 participants) studied using the gamified platform, and another group (47) using a non-gamified platform. The findings show that although the exam grades were not statistically different between the groups, the motivation to learn and continue learning after this experience was higher in the group using a gamified e-learning platform.

Keywords:

Gamification, gamified e-learning, badges, points, gamification elements, gamification artifacts, motivation

DOI:

https://doi.org/10.36965/OJAKM.2018.6(2)37-53

Type:

Research paper

Journal:

The Online Journal of Applied Knowledge Management (OJAKM), ISSN: 2325-4688

Publisher:

International Institute for Applied Knowledge Management (IIAKM)

Accepted:

13 May 2018

Pages:

37-53