University students utilize e-learning resources to gain access to information and to make general enquiries. Such online environments offer alternatives to traditional learning, which is now considered expensive, and time-consuming with varying results. Student disengagement is reported as the main problem for higher education e-learning platforms. E-learning developers employ Gamification to counteract this issue. A plethora of game elements are used in the gamification of e-learning. On the other hand, there are various learning activities used in e-learning platforms. Based on a literature-based analysis, this study thus identifies several game elements suitable for inclusion in learning activities in e-learning platforms to improve student engagement. This identified the most commonly used game elements, and a subsequent questionnaire survey examined real user perspectives on these elements. As a result, a conceptual engagement framework outlining how game elements might be used to support e-learning activities to engage students is proposed. The framework is intended to be used as a guideline for developers and academics seeking to build engaging e-learning systems based on good foundational concepts. The paper thus presents a short review of existing e-learning gamification frameworks and the steps taken towards the identification of commonly used game elements. Learning activities and student engagement factors usually employed in e-learning platforms are subsequently discussed in relation to the development of the proposed conceptual engagement framework for gamified e-learning activities.
CITATION STYLE
Alsubhi, M. A., & Sahari, N. (2020). A Conceptual Engagement Framework for Gamified E-Learning Platform Activities. International Journal of Emerging Technologies in Learning, 15(22), 4–23. https://doi.org/10.3991/ijet.v15i22.15443
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