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Active Student Learning through Gamification in a Learning Management System
Author(s) -
Putu Wuri Handayani,
Satrio Raffani Raharjo,
Panca O. Hadi Putra
Publication year - 2021
Publication title -
electronic journal of e-learning
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.574
H-Index - 24
ISSN - 1479-4403
DOI - 10.34190/ejel.19.6.2089
Subject(s) - boredom , learning management , class (philosophy) , feeling , psychology , descriptive statistics , mathematics education , active learning (machine learning) , computer science , focus group , medical education , social psychology , artificial intelligence , mathematics , medicine , statistics , marketing , business
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g., rankings or points, badges, and leaderboards) to enhance active learning. This study uses a mixed-methods approach and data from weekly reviews and forum discussions, questionnaires, and data students’ interviews to assess the implementation of gamification elements in an LMS. The data from the questionnaires were analyzed using descriptive statistics, and the data from student interviews were analyzed using general inductive analysis. The results show that gamification in an LMS had a positive influence on active learning. The students have also provided positive feedback on the rated weekly review activity. The badges and leaderboard were also positively accepted by most students. Awarding points for activities was also found to improve students’ performance in class. Badges were found to increase students’ active participation, and the leaderboard motivated students to participate actively in online classes. This study could provide guidance to universities or LMS providers wishing to implement gamification in an LMS.

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