A new gamification model for e-learning in Jordan higher education

3Citations
Citations of this article
19Readers
Mendeley users who have this article in their library.
Get full text

Abstract

Despite the exponential success of using creative gaming concepts in the educational context to encourage active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not successful to improving either student participation or learning outcomes. This research paper proposed a new gamification assessment model to investigate how gamification can first impact student learning interaction, student's satisfaction, increasing student's motivation, student's engagement, and addressing needs of student. In order to encourage students to answer questions relevant to their taught modules, a question board is designed and implemented where academic staff can also contribute and validate the most correct responses. In order to investigate the gamification effect over time, the acquisition of data is carried out. The gamified platform was incorporated with a university's online e-learning portal where e-learning adoption is considered extremely weak. The findings obtained have shown that gamification can be seen as a powerful tool for enticing users to use educational systems and increasing their interactivity and interaction.

Cite

CITATION STYLE

APA

Alharbi, E., & Rahman, M. N. A. (2023). A new gamification model for e-learning in Jordan higher education. In AIP Conference Proceedings (Vol. 2484). American Institute of Physics Inc. https://doi.org/10.1063/5.0110791

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free