Professional Documents
Culture Documents
ABSTRACT Higher education institutions are struggling to enhance teaching and learning processes to
support students’ needs in this information age. In the last few years, gamification has been widely used
to improve learning experiences in various environments. Education is one of the fields that adopted
gamification as technological innovation to increase student engagement since it plays a critical role in
higher education, especially in digital learning environments. Today, learning management systems (LMSs)
are commonly used to facilitate learning processes. However, the engagement and the motivation of students
when using such systems require extra attention. There is a need for an instructor to incorporate digital
technologies with esteemed innovations to create an engaging learning environment. Increasing students’
engagement is said to be evidence of increased learning. Therefore, this paper addresses these challenges
by designing, developing, and evaluating a gamified collaborative discussion environment on the moodle
LMS. To achieve this, the students in a postgraduate course used a gamified online discussion environment
for eight weeks during group work to complete their term projects. Students’ online learning pre-test and
post-test data are utilized to investigate students’ engagement in a gamified discussion environment. The
results illustrate that there is a significant difference between pre-test and post-test results, which shows that
the gamified online discussion environment has improved students’ engagement. Furthermore, students that
highly accessed the online course activities had a good engagement, which motivated students to conduct
online collaboration according to the game-feature context.
This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see http://creativecommons.org/licenses/by/4.0/
VOLUME 7, 2019 89833
H. F. Hasan et al.: Gamified Collaborative Environment in Moodle
the learners. The enhancement of student engagement plays participation in learning activities, homework completion,
a critical role in creating better learning strategies [7]. and following classroom rules [19], while behavioral engage-
Online discussions have developed and been used in dif- ment is defined as student effort, participation, persistence,
ferent learning contexts [8]. The main benefits of online attention, and positive attitudes in learning activities [20].
discussions include the promotion of a sense of community Online discussion environments play critical roles in
through the learners, sharing knowledge, the development improving student interaction and collaboration in an edu-
of higher-level thinking and improving active participation cational context [21]. They provide an opportunity for stu-
and student engagement. When the learners actively share dents who have not contributed to the classroom environment
ideas, contribute, and discuss with their peers, this means or are shy to participate and engage through posting ques-
that they learned the required information and constructed tions or answers when they feel more comfortable. Online
their knowledge resources. Furthermore, the instructors tend discussion environments also enhance collaborative learning
to develop the gamified approach to support student collabo- by allowing the sharing of experiences and knowledge and
ration, participation, and sharing their experiences with their facilitating participation and communication [22]. Online dis-
peers. cussion environments include many indicators that measure
Currently, gamification has been established as a new a student’s behavioral engagement, such as the number of
approach in education in general, teaching, and learning more posts, the duration that is spent on creating and reading dis-
specific knowledge [9], [10]. The central concept behind cussions, and the number of logins to the discussion environ-
gamification is to integrate game elements in a nongame envi- ments. [23], [24]. There is a significant relationship between
ronment. Furthermore, increasing the potential to improve learning and discussion posts [25]. According to the rela-
student engagement and motivation encourages researchers tionship between learning and discussion, posts occur when
to develop and adopt gamification in educational contexts discussions are wanted. Their results show that whenever
with various approaches [11]. Gamification tends to improve a discussion post is voluntary, four discussion posts were
student engagement in virtual learning environments by using developed and created by thirty-two undergraduate students
several game elements such as badges, points, levels, and throughout the whole semester [26].
leaderboards [12]–[14].
Due to the lack of student engagement, the main aim of this III. GAMIFICATION IN MOODLE
study to determine the impact of gamifying a familiar online The recent developments in internet and communication tech-
discussion environment on student engagement through the nologies offer new opportunities for various sectors in gen-
Moodle platform. In particular, we demonstrate the imple- eral [27] and especially for the education sector worldwide.
mentation of a gamified Moodle and how to increase engage- Accordingly, many higher education institutions are continu-
ment in online discussion environments in higher education. ously adopting digital learning mechanisms [28].
The emergence of gamification started in the early 2000
II. STUDENT ENGAGEMENT IN ONLINE DISCUSSION [29]. Gamification is defined as using game-design elements
ENVIRONMENTS and rules in the form of nongame formats, which is consid-
Digital technologies have reshaped face-to-face interactions ered as a new context. The main aim of gamification is to
and replaced them with online technologies. promote students’ performance and motivations related to a
Student engagement is an essential component of given activity. Gamification in the educational context is pre-
digital learning, which has a high impact on academic per- sented to the students in a new and immersive experience that
formance [15]. Course materials, instructional tasks, infor- is based on motivation while changing traditional learning
mation overload, the interface characteristics of classroom into interactive learning [54].
management, and student roles are the main factors that affect Gamification concentrates on using game-design elements
student engagement in online learning environments [16]. and game thinking to enhance student engagement and moti-
Various strategies for student engagement in the class- vation [30]. Using leaderboards, levels, progress bars, badges,
room environment have been considered. Student engage- time, and completion restrictions on activities are consid-
ment can be classified into three different categories: ered as critical components of game elements and mechan-
(1) behavioral engagement (BE), (2) emotional engagement ics [31], [32], [52]. However, any application that integrates
(EE), and (3) cognitive engagement (CE) [17]. Behavioral game mechanics and game elements with proper instructions
engagement represents students’ participation and engage- can be known as a gamification environment [33].
ment in classroom resources/activities. Meanwhile, emo- Most of the existing experimental studies have shown
tional engagement illustrates students’ positive and effective that the gamification has a significant influence on students’
responses to assignments, instructors’ questions, and aca- engagement [12], [34], motivation [10], and learning out-
demic activities. Cognitive engagement shows how students comes [35]. However, some researchers reported negative
solve the problems and think creatively in their academic results related to gamification, such as less satisfaction, moti-
activities. The three accepted component models of student vation, and empowerment [11].
engagement include behavioral, cognitive, and emotional The Moodle LMS is one of the most popular LMSs today,
engagement [18]. Behavioral engagement is about students’ and it is widely used to improve students’ collaboration
FIGURE 6. Level 2 in the gamified moodle environment. In this study, as shown in the figure, level one starts at 0 XP.
A student at level one needs to collect 50 XP to pass to level
such as progress bars, level ups, leaderboards, and badges to two, a student at level two needs to collect 100 XP to get to
improve the learning experiences of students [42]. level three, and a student at level three needs to collect 150 XP
In our study, the gamified online discussion environment to pass to level four. A student at level four needs to gain
was applied for 8 weeks during the spring semester of the 300 XP to pass to level five, a student at level five needs to get
2017-2018 school year. First, pre-test questionnaires were 400 XP to pass to level six, and a student at level six needs to
given to examine students’ engagement before applying to collect 550 XP to pass to level seven. A student at level seven
the gamified collaborative environment. The study used a needs to collect 650 XP to pass to level eight and a student at
specific game mechanics strategy with game elements to level eight needs to collect 750 XP to pass to the last level.
adopt the gamified online discussion environment. In gen- After the student has accessed the term project specifica-
eral, the gamified environment consists of (9) levels such as tions, he or she earns a required point. Then, the student is
the pre-test questionnaire, term project specifications, term able to pass to another level, which is the term project group.
project group, engagement environment, presentation sub- In this level, students should select their group and mark this
mission 1, engagement environment, presentation submis- task as completed to gain access to the engagement environ-
sion 2, submit final project and post-test questionnaire, and ment level. The groups are distributed into two groups, which
each level has specific mechanics and rules. are Ph.D. and MSc. Each group for the Ph.D. should have
The completion tracking is configured for the online gam- one student per group, while for the MSc, three students can
ified course to track students’ activities. The students should belong to 1 group with one student specified as the group
first apply for the term project specifications, which consist leader.
of (7) sublevels, as shown in the figure below. In the engagement environment, the student should create
When the students are watching the instructional video that two posts, update two posts, and read the posts to be engaged
was designed and created using the H5P interactive Moodle in the environment. After completing the activity and gaining
plugin, the student cannot apply for the Suggested Research enough points, participants are expected to submit presenta-
Area unless the instructional video is marked as a completed tion submission 1 online and move to the next activity level.
activity. The student will not be able to access the Harvard The completion progress is used to monitor the students’
referencing guideline file until the suggested research area activities. The completion progress is a feature of the game
is completed. Therefore, the restriction related to completion mechanics that provides the ability to show which activities
is a feature of the game mechanics that motivate students to have been completed and which activities have not yet been
follow and complete all the required course activities. completed. In general, this mechanics helps to motivate the
Afterwards, all the activities of the term project specifi- student and complete their activity while following their
cations are marked as completed and the points (XPs) that peer’s completion progress.
are required to pass to the next level are earned. The Level After completing the engagement environment and presen-
up Moodle plugin provides impressive game mechanics that tation submission 1, the student should apply for engage-
allow for collect the required experience points to move to the ment environment 2; post, update and read their own and
next level, as shown in the figure below. A student can earn peers’ discussion posts; and collect the required points. After
XPs when another activity is completed. this, students will be able to access and submit their second
V. RESEARCH METHODOLOGY
In this study, an exploratory method design was utilized based
on the online discussion environment. The pre-test and post-
test questionnaires were used to investigate the students’
engagement in an online environment. Twenty (20) different
questions have been prepared that were taken from AUSSE,
2011, [44] and [45] and are measured on a 5 point Likert scale.
The questions were then added to the online course page.
Furthermore, the questionnaire was used to evaluate the
changes in online student engagement throughout the aca-
demic semester. Students were provided with a pre-test ques-
tionnaire about their engagement before using the online
environment. Students were provided with the post-test ques-
tionnaire that measured their engagement after using the
online environment. The t-test is used to compare the pre- and
post-test results to assess if the gamified online discussion
environment impacted student engagement.
A. ANALYTICS RESULT
Figure 10 shows the participants’ (log data) Moodle access
data. In total, 45 students used the online environment
through the 8 weeks from the 1st of April 2018 – the 26th
of May 2018. The red dots represent the number of times
participants accessed the system in the represented week. The
total numbers that are shown below represent how many times
the students logged in gamified discussion environment.
Figure 11 demonstrates the discussion environment’s FIGURE 11. Student access per week.
access trends. The letters from ‘A’ to ‘H’ describes the activi-
ties of the log-ins based on the responses to the activity. In the meeting together offline and/or online to simultaneously to
beginning, the project was announced and the instructions prepare their presentation. After completing the first presen-
and login details were provided to students during lecture tation and in preparation of the second presentation at point
hours. At point ‘A,’ there are 27 log-ins in the first week and ‘F’ in week 6, there was an increase in log-ins from 69 to
this illustrates that between the first and the second week, 72 while participants engaged online to share and discuss
students try to understand the system and answer the pre-test their second presentations. Week 7 at point G is when students
questionnaire. At point ‘B’, which is week 2, with 65 log- met offline to prepare their final submissions. There was an
ins, the participants accessed the term project specifications increase in accessing the referential guidelines and there was
to understand the requirements. Meanwhile, constituting their a deadline for the project’s submission, and the log-ins were
project group results in a decline in the logs at point ‘C’ with recorded as high, as stated in week eight at point ‘H.’ Just
44 log-ins. During the third week, students needed to meet logging into activities does not determine that participants
with the lecturer to approve the group members. In the fourth were engaged, but logging into the resources that are available
week, there was an increase in log-ins to 69 at point ‘D’, since within the online engagement environment could provide
students needed to choose a topic, share, and make decisions reasons to determine that participants were engaged with
with their peers in the online engagement environment. After the online resources. The section below explains the access
a short discussion and determination of the topic, there was to the resources that were used to determine the students’
no increase or decline in the log-ins in week five at point ’E.’ engagement.
This shows that students engaged online to discuss with other Figure 12 shows the total numbers of student accesses to
participants from other groups and to discuss with their group resources in the 8 weeks. The students should have reviewed
members to prepare for the first presentation. At weeks 4 and the content of the resources and understand them well
5, the logs were at an equilibrium. This is the result of students enough before becoming involved in the online engagement
Students in traditional online discussion environments are The future conceptual framework can determine which
less engaged and less frequently access the course con- game element has the most impact on students’ engagement
tents [8]. In this study, students’ activity and content access to improve their learning achievements.
data show that students highly access the course activities and
the results suggest a positive influence on student engage- REFERENCES
ment. Based on results that are indicated in Figure 12, the total [1] A. Saroyan and K. Trigwell, ‘‘Higher education teachers’ professional
number of accesses for each student shows that they had good learning: Process and outcome,’’ Stud. Educ. Eval., vol. 46, pp. 92–101,
Sep. 2015. doi: 10.1016/j.stueduc.2015.03.008.
engagement by accessing the online resources in the gamified [2] P. Bernard, P. Broś, and A. Migdał-Mikuli, ‘‘Influence of blended learning
discussion environment. Gamification has improved student on outcomes of students attending a general chemistry course: Summary
interaction with the resources, which is proven using the of a five-year-long study,’’ Chem. Educ. Res. Pract., vol. 18, no. 4,
pp. 682–690, Oct. 2017. [Online]. Available: https://eric.ed.gov/
minimum and the maximum numbers of resources that are ?id=EJ1156334
accessed by students. [3] S. Eagleton, ‘‘Designing blended learning interventions for the 21st cen-
The results have exposed that the majority of the students tury student,’’ Adv. Physiol. Educ., vol. 41, no. 2, pp. 203–211, Jun. 2017.
doi: 10.1152/advan.00149.2016.
participated and submitted their assignments in the gamified [4] L. Luo, X. Cheng, S. Wang, J. Zhang, W. Zhu, J. Yang, and P. Liu, ‘‘Blended
online discussion environment, and only a few students had learning with Moodle in medical statistics: An assessment of knowledge,
low engagement in the discussion environment. Students’ attitudes and practices relating to e-learning,’’ Med. Educ., vol. 17, no. 1,
p. 170, Sep. 2017. doi: 10.1186/s12909-017-1009-x.
submission overview shows that classmates’ submissions
[5] G. M. Amandu, J. K. Muliira, and D. C. Fronda, ‘‘Using moodle e-
influenced their engagement and encouraged them to com- learning platform to foster student self-directed learning: Experiences
plete their assignments. The use of the gamification envi- with utilization of the software in undergraduate nursing courses in
a Middle Eastern University,’’ Procedia-Social Behav. Sci., vol. 93,
ronment influences students’ engagement and supports their
pp. 677–683, Oct. 2013. doi: 10.1016/j.sbspro.2013.09.260.
learning processes [51]. [6] L. Çelik, ‘‘Evaluation of the views of pre-service teachers taught with
Leveling up, leaderboards and progress bars play critical Moodle during the course named ’instructional technology and material
roles in improving student engagement in a gamified discus- design’ on the use of teaching materials,’’ Procedia-Social Behav. Sci.,
vol. 9, pp. 1793–1797, Jan. 2011. doi: 10.1016/j.sbspro.2010.12.402.
sion environment, which provides a structured set of objec- [7] J. Moffat and C. Robinson, ‘‘Virtual Learning Environments: Linking
tives for performing tasks and gaining rewards to complete participation to evaluation,’’ Int. Rev. Econ. Educ., vol. 19, pp. 22–35,
their activities and increase student engagement [11], [52]. May 2015. doi: 10.1016/j.iree.2015.05.003.
[8] L. Ding, E. Er, and M. Orey, ‘‘An exploratory study of student engagement
As illustrated in Figure 14, the high numbers of posts, in gamified online discussions,’’ Comput. Educ., vol. 120, pp. 213–226,
updates, and reads prove that students are positively engaged. May 2018. doi: 10.1016/j.compedu.2018.02.007.
Concerning behavioral engagement, the access of the course [9] P. A. Langendah, M. Cook, and C. M. Herbert, ‘‘Gamification in higher
education. Toward a pedagogy to engage and motivate,’’ Epsilon, Uppsala,
site by the student is done to keep following their task Sweden, Tech. Rep. 6, 2016. doi: 10.13140/RG.2.1.4594.9042.
achievements, check their received responses, make more [10] S. Šćepanović, N. Žarić, and T. Matijević, ‘‘Gamification in higher educa-
posts and reread peers’ discussions to gain more points and tion learning–state of the art, challenges and opportunities,’’ in Proc. 6th
Int. Conf. e-Learn., 2015, pp. 128–134. doi: 10.1007/s11528-015-0018-z.
pass to the next level [14]. [11] M. D. Hanus and J. Fox, ‘‘Assessing the effects of gamification in the
classroom: A longitudinal study on intrinsic motivation, social comparison,
IX. CONCLUSIONS, LIMITATIONS AND FUTURE WORK satisfaction, effort, and academic performance,’’ Comput. Edu., vol. 80,
pp. 152–161, Jan. 2015. doi: 10.1016/j.compedu.2014.08.019.
Adopting gamification in an online environment improves [12] G. Barata, S. Gama, J. Jorge, and D. Gonçalves, ‘‘Improving participation
students’ reactions and enjoyment [49]. In this study, students and learning with gamification,’’ in Proc. 1st Int. Conf. Gameful Design,
reported that the gamified online discussion environment Res., Appl., Oct. 2013, pp. 1–17. doi: 10.1145/2583008.2583010.
[13] T. Wolf, W. H. Weiger, and M. Hammerschmidt, ‘‘Gamified digital
was enjoyable and exciting compared to traditional online services: How gameful experiences drive continued service usage,’’ in
discussion environments. Proc. 51st Hawaii Int. Conf. Syst. Sci., to be published. [Online]. Available:
Using game mechanics and game elements in a gami- https://www.researchgate.net/publication/319732563_Gamified_Digital_
Services_How_Gameful_Experiences_Drive_Continued_Service_Usage
fied online discussion environment has a high impact on [14] M. Sailer, J. U. Hense, S. K. Mayr, and H. Mandl, ‘‘How gamification
students’ achievements since participants are interested in motivates: An experimental study of the effects of specific game design ele-
logging into the course, monitoring their responses, post- ments on psychological need satisfaction,’’ Comput. Hum. Behav., vol. 69,
pp. 371–380, Apr. 2017. doi: 10.1016/j.chb.2016.12.033.
ing, rereading and discussing with their peers to improve
[15] M. D. Dixson, ‘‘Creating effective student engagement in online
their levels on the leaderboard. The leaderboard can improve courses: What do students find engaging?’’ J. Scholarship Teach.
students’ engagement rates in the gamified online environ- Learn., vol. 10, no. 2, Jun. 2010. [Online]. Available: https://www.iupui.
edu/~josotl/archive/vol_10/no_2/v10n2dixson.pdf
ment that is used in the study [11]. The game feature con-
[16] Y. Ma, C. Friel W. Xing, ‘‘Instructional activities in a discussion board
text has improved students’ engagement by accessing online forum of an e-Leaning management system,’’ in Proc. Int. Conf. Hum.-
resources and motivating students to engage online [51]. Comput. Interact., 2014, pp. 112–116. doi: 10.1007/978-3-319-07854-
In this research, the number of participants was fairly small 0_20.
[17] A. Gregory, J. P. Allen, A. Y. Mikami, C. A. Hafen, and R. C. Pianta,
and the environment was only applied in one module for ‘‘Effects of a professional development program on behavioral engagement
one semester of one academic year. In the future, it can be of students in middle and high school,’’ Psychol. Schools, vol. 51, no. 2,
applied in other modules. Furthermore, this research only pp. 143–163, Feb. 2014. doi: 10.1002/pits.21741.
[18] W. Peng, ‘‘Research on model of student engagement in online learning,’’
concentrates on behavioral engagement using some gaming EURASIA J. Math. Sci. Technol. Educ., vol. 13, no. 7, pp. 2869–2882,
elements. Jul. 2017. doi: 10.12973/eurasia.2017.00723a.
[19] L. Ding, C. Kim, and M. Orey, ‘‘Studies of student engagement in gamified [40] R. A. Saraguro-Bravo, D. I. Jara-Roa, and M. Agila-Palacios,
online discussions,’’ Comput. Educ., vol. 115, pp. 126–142, Dec. 2017. doi: ‘‘Techno-instructional application in a MOOC designed with
10.1016/j.compedu.2017.06.016. gamification techniques,’’ in Proc. 3rd Int. Conf. eDemocracy
[20] A. Mamun, G. A. Lawrie, and A. H. Wright, ‘‘Student behavioural eGovernment (ICEDEG), Mar./Apr. 2016, pp. 176–179. [Online].
engagement in self-paced online learning,’’ in Proc. 33rd Int. Conf. Available: https://ieeexplore.ieee.org/document/7461717
Innov., Pract. Res. Use Educ. Technol. Tertiary Educ., Jan. 2016, [41] A. DomíNguez, J. Saenz-de-Navarrete, L. de-Marcos, L. Fernández-Sanz,
pp. 381–386. C. Pagés, and J.-J. Martínez-Herráiz, ‘‘Gamifying learning experiences:
[21] J. C. Xia, J. Fielder, and L. Siragusa, ‘‘Achieving better peer interaction Practical implications and outcomes,’’ Comput. Edu., vol. 63, pp. 380–392,
in online discussion forums: A reflective practitioner case study,’’ Issues Apr. 2013. doi: 10.1016/j.compedu.2012.12.020.
Educ. Res., vol. 23, no. 1, pp. 97–113, May 2013. [42] J. Pirker, M. Riffnaller-Schiefer, and C. Gütl, ‘‘Motivational active learn-
[22] S. Mokoena, ‘‘Engagement with and participation in online discussion ing: Engaging university students in computer science education,’’ in
Forums,’’ Turkish Online J. Educ. Technol., vol. 12, no. 2, pp. 97–105, Proc. Conf. Innov. Technol. Comput. Sci. Educ., Jun. 2014, pp. 297–302.
Apr. 2013. [Online]. Available: https://dl.acm.org/citation.cfm?id=2591750
[23] F. H. Wang, ‘‘An exploration of online behaviour engagement and [43] P. S. Yalagi, D. P. Gandhmal, and R. K. Dixit, ‘‘Business intelligence tools–
achievement in flipped classroom supported by learning manage- content generation using moodle for self learning as an elective module,’’
ment system,’’ Comput. Educ., vol. 114, pp. 79–91, Nov. 2017. J. Eng. Educ. Transf., vol. 31, no. 3, pp. 243–249, 2018.
doi: 10.1016/j.compedu.2017.06.012. [44] S. Ahlfeldt, S. Mehta, and T. Sellnow, ‘‘Measurement and analysis of
[24] S. Goggins and W. Xing, ‘‘Building models explaining student participa- student engagement in university classes where varying levels of PBL
tion behavior in asynchronous online discussion,’’ Comput. Educ., vol. 94, methods of instruction are in use,’’ Higher Educ. Res. Develop., vol. 24,
pp. 241–251, Mar. 2016. doi: 10.1016/j.compedu.2015.11.002. no. 1, pp. 5–20, 2005. doi: 10.1080/0729436052000318541.
[25] C. Ramos and E. Yudko, ‘‘‘Hits’ (not ‘Discussion Posts’) pre- [45] D. P. Martin and S. E. Rimm-Kaufman, ‘‘Do student self-efficacy and
dict student success in online courses: A double cross-validation teacher-student interaction quality contribute to emotional and social
study,’’ Comput. Educ., vol. 50, no. 4, pp. 1174–1182, May 2008. engagement in fifth grade math?’’ J. School Psychol., vol. 53, no. 5,
doi: 10.1016/j.compedu.2006.11.003. pp. 359–373, 2015. doi: 10.1016/j.jsp.2015.07.001.
[26] L. Deng and N. J. Tavares, ‘‘From Moodle to Facebook: Exploring stu- [46] J. P. Costa, R. R. Wehbe, J. Robb L. E. Nacke, ‘‘Time’s up: Study-
dents’ motivation and experiences in online communities,’’ Comput. Educ., ing leaderboards for engaging punctual behaviour,’’ in Proc. 1st Int.
vol. 68, pp. 167–176, Oct. 2013. doi: 10.1016/j.compedu.2013.04.028. Conf. Gameful Design, Res., Appl., Oct. 2013, pp. 26–33. [Online].
[27] H. F. Hasan, A. A. Mahdi, and M. Nat, ‘‘A recommendation of information Available: https://hcigames.com/wp-content/uploads/2015/01/Times-Up-
system implementation to support decision-making process of top manage- Studying-Leaderboards-For-Engaging-Punctual-Behaviour.pdf
ment,’’ in Proc. Int. Conf. Bioinf. Comput. Intell., Sep. 2017, pp. 55–61. [47] L. Ming and L. G. Richard, ‘‘The effect of varying degrees of nonnormality
doi: 10.1145/3135954.3135970. in structural equation modeling,’’ Struct. Equation Model., A Multidisci-
[28] T.-W. Chan, J. Roschelle, S. Hsi, D. Kinshuk, M. Sharples, T. Brown, plinary J., vol. 12, no. 1, pp. 1–27, 2005.
C. Patton, J. Cherniavsky, R. Pea, C. Norris, E. Soloway, N. Balacheff, [48] A. Khan and G. D. Rayner, ‘‘Robustness to non-normality of common tests
M. Scardamalia, P. Dillenbourg, C. Looi, U. Hoppe, and M. Milrad, ‘‘One- for the many-sample location problem,’’ J. Appl. Math. Decis. Sci., vol. 7,
to-one technology-enhanced learning: An opportunity for global research no. 4, pp. 187–206, 2015.
collaboration,’’ Res. Pract. Technol. Enhanced Learn., vol. 1, no. 1, [49] G. Goehle, ‘‘Gamification and web-based homework,’’ Primus, vol. 23,
pp. 3–29, Mar. 2006. doi: 10.1142/S1793206806000032. no. 3, pp. 234–246, Jan. 2013. doi: 10.1080/10511970.2012.736451.
[29] A. Marczewski. Gamification: A Simple Introduction. Raleigh, NC, USA: [50] T. Martín-Blas and A. Serrano-Fernández, ‘‘The role of new technologies
North Carolina State Univ., Feb. 2013. in the learning process: Moodle as a teaching tool in Physics,’’ Comput.
[30] D. Dicheva, C. Dichev, G. Agre, and G. Angelova, ‘‘Gamification in Educ., vol. 52, no. 1, pp. 35–44, Jun. 2009.
education: A systematic mapping study,’’ J. Educ. Technol. Soc., vol. 18, [51] L. M. Romero-Rodríguez, M. S. Ramírez-Montoya, and J. R. V. González,
no. 3, pp. 75–88, Jul. 2015. ‘‘Gamification in MOOCs: Engagement application test in energy sustain-
[31] M. Aparicio and C. J. Costa, ‘‘GAMIFICATION: Software usage ecol- ability courses,’’ IEEE Access, vol. 7, pp. 32093–32101, 2019.
ogy,’’ Online J. Sci. Technol., vol. 8, no. 1, pp. 91–100, 2018. [52] J. Hamari, J. Koivisto, and H. Sarsa, ‘‘Does gamification work?–A liter-
[32] K. Berkling and C. Thomas, ‘‘Gamification of a Software Engi- ature review of empirical studies on gamification,’’ in Proc. 47th Hawaii
neering course and a detailed analysis of the factors that lead to Int. Conf. Syst. Sci., Waikoloa, HI, USA, Jan. 2014, pp. 3025–3034.
it’s failure,’’ in Proc. Int. Conf. Interact. Collaborative Learn. (ICL), [53] F. F.-H. Nah, Q. Zeng, V. R. Telaprolu, A. P. Ayyappa, and
Sep. 2013, pp. 525–530. [Online]. Available: https://ieeexplore.ieee. B. Eschenbrenner, ‘‘Gamification of education: A review of literature,’’ in
org/document/6644642/metrics Proc. Int. Conf. HCI Bus., Bern, Switzerland, 2014, pp. 401–409.
[33] M. Böckle, I. Micheel. M. Bick and J. Novak, ‘‘A design frame- [54] R. Pace, A. Dipace, A. di Matteo, and F. Contò, ‘‘On-site and online learn-
work for adaptive gamification applications,’’ in Proc. 51st Hawaii ing paths for an educational farm. Pedagogical perspectives for knowledge
Int. Conf. Syst. Sci., Jan. 2018, pp. 1227–1236. [Online]. Available: and social development,’’ Res. Educ. Media, vol. 6, no. 1, pp. 39–56,
https://core.ac.uk/download/pdf/143480990.pdf Jan. 2014.
[34] V. Z. Vanduhe, H. F. Hassan, D. Oluwajana, M. Nat, A. Idowu,
J. J. Agbo, and L. Okunlola, ‘‘Students’ evidential increase in learning
using gamified learning environment,’’ in Proc. Future Technol. Conf.,
Oct. 2018, pp. 1109–1122. doi: 10.1007/978-3-030-02686-8_82. HASAN FAHMI HASAN was born in Baghdad,
[35] B. Leong and Y. Luo, ‘‘Application of game mechanics to improve stu- Iraq. He received the B.Sc. degree in software
dent engagement,’’ in Proc. Int. Conf. Teach. Learn. Higher Educ., 2011, engineering from the College of Engineering,
pp. 1–5. Salahaddin University, Erbil, in 2009, the M.Sc.
[36] G. Kiryakova, N. Angelova, and L. Yordanova, ‘‘Gamification in edu- degree in engineering management from the Col-
cation,’’ in Proc. 9th Int. Balkan Educ. Sci. Conf., 2014, pp. 1–5. lege of Engineering, Cyprus International Univer-
[Online]. Available: https://www.researchgate.net/publication/320234774 sity, Cyprus, in 2014, and the Ph.D. degree in
_GAMIFICATION_IN_EDUCATION. management information system from the School
[37] V. Caputi and A. Garrido, ‘‘Student-oriented planning of e-learning con-
of Applied Sciences, Cyprus International Univer-
tents for Moodle’’ J. Netw. Comput. Appl., vol. 53, pp. 115–127, Jul. 2015.
sity, in 2019. He finished the primary school in
doi: 10.1016/j.jnca.2015.04.001.
[38] T. Ravelin, H. Tolonen, T. Lehto, P. Tuomi, A. Sirkka, and S. Merilampi,
Baghdad, and the secondary and intermediate school in Erbil, Kurdistan,
‘‘Serious games education for working life needs—A pilot study,’’ in Iraq. He was a Lecturer with the Department of Computer Science, College
Proc. GamiFIN Conf., 2017, pp. 1–10, [Online]. Available: http://ceur-ws. of Science, Cihan University, Erbil, where he was the Director of Research
org/Vol-1857/gamifin17_p1.pdf Center. He is a member of the Student Engagement Research Group (SERG).
[39] M. Olsson, P. Mozelius, and J. Collin, ‘‘Visualisation and gamification of e- He has authored over seven articles and books. His research interests include
learning and programming education,’’ Electron. J. e-Learn., vol. 13, no. 6, educational technology, gamification in education, and management infor-
pp. 441–454, Jan. 2015. mation systems.
MUESSER NAT received the Ph.D. degree in com- VANYE ZIRA VANDUHE is currently a Research
puter science from the University of Greenwich, Assistant with the School of Applied Sciences,
U.K. She is currently an Associate Professor with Cyprus International University, where he is cur-
Cyprus International University, Nicosia, Cyprus. rently pursuing the Ph.D. degree in management
She is also the Head of the MIS Department and an information systems. He is currently involved in
e-learning Coordinator with Cyprus International researching on gamification for instructor train-
University. Her areas of research include digi- ing with blended learning environment in higher
tal learning, educational technology, social media, education. He aims at learning management plat-
and management information systems. She has a forms that could be gamified for instructor train-
number of journal and conference publications. ing. These include designing gamification training
environment using game elements, game principles and theories, and game
mechanics.