A Gamification Model For E-Learning Platforms
A Gamification Model For E-Learning Platforms
1. Introduction
Play has been recognized and acknowledged as an integral component in cognitive
development and learning [1]. The introduction of the concept zone of proximal
development [2], posits play taking a lead factor in contributing to the growth of user
enjoyment and engagement. As such play whether physical or digital is essential in learning
and cognitive development as it influences learning through creating these zones. Play is
typified as games. Games have been actively deployed in teaching and learning in form of
game based learning, serious games, and gamification [3]. A key distinction of serious (SG)
and gamification as opined by [3] is that SGs are ‘games primarily focus on education
rather than entertainment’ but costly in development and implementation. Gamification
offers a reprieve, as it still provides the gaming experience through use of game design
elements at a reduce cost and without implementation delay.
Gamification as defined by [3] is ” the use of game design elements in non-game
context “ whereas [4] elaborate gamification as the use of game mechanics, dynamics, and
frameworks to promote desired behaviors . Gamification is the intentional use of game
elements for a gameful experience of non-game tasks and contexts as elucidated by [5].
Game elements include patterns, objects, principles, models, and methods directly inspired
from games as used in Education for student motivation and engagement in classroom, and
by teachers as tools to guide, reward students and facilitate immersive learning [4].
Postulation by [6] on gamification is that it seeks to increase people’s engagement and
promote certain behaviors. They argue that the key contribution of gamification in
education is to increase the level of engagement of students, as such the aim is to extract the
2. Objectives
Gamification requires a specific and formal design process given that its purpose is
different to that for games [9]. Further [12] cautions, without the suitable design and
systematic design process, gamification of learning may not achieve the success particularly
within the e-learning domain. As such the study sought to
x Review literature on the gamification frameworks suitable for e-learning platforms
x Identify design elements and constructs for an effective gamified e-learning system.
x Propose a gamification design framework for an e-learning platform.
3. Methodology
The study followed the systematic literature review method so as to achieve the study
objectives. The collection of data was done on works relating to gamification design,
particularly within the education domain. The review of works was carried out in indexed
databases such as Scopus, Web of Science (WOS), ProQuest and Google Scholar, also in
digital libraries such as ACM Digital Library, Science Direct (Elsevier), IEEE Xplore and
Springer with the following search keywords of gamification frameworks in education,
gamification design in education and gamification design frameworks in education, in the
title, abstract, metadata and full-text , with the inclusion and exclusion criteria adapted
from [10] as presented in Table 1 , A complementary manual search using Google , for
relevant Conferences and journals in the search area described.
4. Findings
Table 2: Summary of the Gamification Frameworks
S.N AUTHOR THEORETICAL DESIGN PRINCIPLES SHORTCOMINGS
UNDERPINNING
1 (Simões, Redondo, & None Social gamification framework. Ͳ Not evaluated
Vilas, 2012) Action Research Experiment use Ͳ No theoretical
Motivation affordances x Underpinning
2 (Nicholson, 2012) Organismic Design must be user centered , Ͳ No empirical evaluation
Integration Theory, Rewards are intrinsic , Play Ͳ No e-learning Platform
Situational Relevance centered design for Proposal
and universal design Motivational Affordance
for learning.
(Nah, Telaprolu, None Uses Principles of gamification for Ͳ No empirical evaluation
3 Shashank Rallapalli, Proposal . use Motivation x
& Venkata, 2013) affordances
4 (Wongso, None Use DSR method to develop the Ͳ No learner
Rosmansyah, & Guidelines of a Proposal . use adaptivity
Bandung, 2014). Motivation affordances x
5 (Hamzah, Ali, Saman, ARCS model Vroom Deploys the ARCS model design Ͳ No player /learner
Yusoff, & Yacob, expectancy-value for experiment . use adaptivity
2015) theory and MDA Motivation affordances
6 (Klock et al., 2015) None MDA framework for Experiment Ͳ Adaptivity
use Motivation affordances Ͳ No Evaluation
7 (Zachary Fitz, 2015) Uses the Flow Theory Uses User centered design , Ͳ No adaptivity.
, PAT model Gameful design for Experiment Ͳ Length of study, sample
Mobile platform .use population
Motivation affordances
8 (AlMarshedi, Wills, Flow Dimension sustainable gamification impact Ͳ No evaluation ,
Wanick, & Ranchhod, Theory design for Proposal . use Ͳ No adaptivity
2015) Motivation, SDT Motivation affordances
9 (Lamprinou & Based on SDT theory Structural and meaningful Ͳ No evaluation
Paraskeva, 2015) and MDA framework gamification As experiment in e-
learning platform
10 (Mora, Zaharias, None Agile development for experiment Ͳ No evaluation
Gonzalez, & Arnedo- , use x
Moreno, 2015 )
11 (Baldeón, Rodríguez, OBE theory Learning Uses User centered design , ͲNo evaluation
& Puig, 2016) style theory , Gameful design for proposal . use
Motivation affordances
12 (Reem I. Malas & None Gamification and e-learning design Ͳ Evaluation carried out
Hamtini, 2016 ) aspects Experimented in e-learning Ͳ No Adaptivity
use Motivation affordances
13 (Vermeulen, Gain, Activity theory Based on Activity theory for Ͳ Not implemented in e-
Marais, & ODonovan, proposal . use Motivation learning Platform
2016) affordances
14 (Khaleel, Ashaari, User centred design , User centered design principles for Ͳ No Adaptivity.
Wook, & Ismail, learning theories Experiment . use Motivation
2017) affordances
15 (Piteira, Costa, & Flow theory , MDA Structural Gamification for Ͳ Limited evaluation and
Aparicio, 2017) framework experiment . use adaptivity
Motivation affordances
16 (Morschheuser, Design science User centered for experiment . use Ͳ Yes but on Staff
Werder, Hamari, & research philosphy Motivation affordances
Abe, 2017)
The results of the systematic review findings of the design framework applicable with the
e-learning environment are as presented in Table 2. This section discusses the results of the
review in terms of design principles, games elements and results so as to address the study
objectives
x Publication in respect of the Framework
x The Publications are distributed as shown in Table 3
Table 3: Publications of Design Frameworks
From the evaluation of the 16 frameworks, the critical design elements and constructs were
x Motivational affordance includes game elements, gamification dynamics or
gamification strategies. Motivation is afforded when the features of an object
(games) and abilities of subject trigger intrinsic satisfaction hence prompting for
continued use as argued by [38]. Undoubtedly without motivational affordances
featuring, then gamification efforts within the e-learning platform would not bear
the intended engagement and motivation of the learner.
x Behavioural outcomes refers to the intended learner desired output. The aim of
gamification is usually to ensure sustained user engagement and learning.
Engagement can be of the various types cognitive, affective, behavioural and social.
x From the analyzed results evaluation rigor has been lacking in many of the
implemented frameworks this can be attributed to lack of metrics for evaluations.
The evaluation allows for establishment of the correct design principles of what is
valid and gives output or not. Further the evaluation framework needs to be
established to prove its effectiveness particularly within an e-learning platform.
MDA FLOW
GAMIFICATION
MOTIVATION TO USE AND
ELEMENTS LEARN USING E-
ENJOYMENT ENGAGEMENT
LEARNING GAMIFIED
SYSTEM
TASK FIT
PERSONALIZATION
LEARNING
OUTCOMES
USER CHARACTERISTICS
Ͳ DEMOGRAPHIC,
Ͳ LEARNER RELATED
Ͳ GAME RELATED
7. Conclusions
The study was a review of the gamification design framework and how it’s been adapted
within the education domain. The study sought to examine the theoretical underpinnings,
the design guidelines, implementation and evaluation, where key theoretical frames were
elaborated, design guidelines illustrated, implementation efforts discussed and outcomes of
evaluation. From the study, gamification design frameworks focusing on e-learning
platforms are limited, only 1 design framework for e-learning has been developed and
evaluated. This is attributable to lack of theoretical model for design and evaluation, of
which the study proposed.
Gamification is vital in education, particularly since its provides for learner motivation
and engagement. Pedagogy is now been propagated through E-learning and especially in
higher education institutions (HEIs) as such there is need for concerted effort for
assimilation of gamification through validated design frameworks and processes .
For a proper gamification framework suited for e-learning, its must be theoretical
derived on user centred design, motivational theories, e-learning theories and vigorous
validation. We intend to do further research by developing a gamified e-learning prototype
and integrate it in a LMS such as Moodle based on the proposed gamification framework.
Also the area of adaptivity and how this can be implemented to allow for personalization
effort in learning should be explored as well.
Acknowledgment
This research was supported by the National Research Fund 2016/2017 grant award under
the multidisciplinary-multi-institutional category involving Kenyatta University, University
of Nairobi and The Cooperative University of Kenya.
References
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