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Received June 14, 2019, accepted June 28, 2019, date of publication July 3, 2019, date of current version

July 23, 2019.


Digital Object Identifier 10.1109/ACCESS.2019.2926622

Gamified Collaborative Environment in Moodle


HASAN FAHMI HASAN , MUESSER NAT, AND VANYE ZIRA VANDUHE
Management Information Systems Department, School of Applied Sciences, Cyprus International University, 99010 Nicosia, Cyprus
Corresponding author: Hasan Fahmi Hasan (20141234@student.ciu.edu.tr)

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.

INDEX TERMS Gamification, collaborative environment, online discussion environment, moodle.

I. INTRODUCTION blended learning strategies and practices explore the dif-


Information and communication technologies (ICTs) are ferences of the blended learning practice mode [3]. In a
effectively used in higher education. However, there is a blended learning approach, various tools and resources are
need to continuously evaluate and monitor their contribu- used, including recorded lecture videos, online assessments,
tions to the teaching and learning processes. Over the last e-Portfolios, online tutorials, wikis, and online discussions to
decades, the standards of higher education have confirmed improve students’ interaction [4].
the potential value of a student-centered learning approach The Moodle LMS has been designed to enable instructors
in which students are all highly engaged and improve their to develop online courses that foster students’ participation in
learning processes [1], [2]. Web 2.0 and internet technologies an interactive and collaborative environment. The main aim
have caused higher educational institutions to use different of Moodle is to help the instructors to provide better opportu-
learning approaches such as blended learning or flipped class- nities to present the knowledge and for support in acquiring
rooms. knowledge, skills, and experiences. Moodle plays a crucial
The use of digital technologies promotes collaborative role in providing flexibility to support students’ requirements,
learning in blended learning environments. In general, engagement, and motivations [5], [6]. The improvement of
a blended learning approach that combines the traditional students’ engagement in higher education is perceived as a
classroom approach and digital learning approach is con- perennial problem since the format of the classroom teaching
sidered as the significant trend in today’s higher education. environment is not recognized as an interactive environment
Various studies that are focused on the difference between that promotes active participation and engagement. Mean-
while, providing access, delivering information, and illustrat-
The associate editor coordinating the review of this manuscript and ing the key concepts in higher education can improve the
approving it for publication was Saqib Saeed. interaction and communication between the instructors and

This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see http://creativecommons.org/licenses/by/4.0/
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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

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TABLE 1. Game mechanics features in a gamified environment.

FIGURE 1. Showing the lessons in the gamified moodle.

IV. DESIGN AND IMPLEMENTATION OF GAMIFIED


MOODLE ENVIRONMENT
The gamified online discussion environment that was devel-
oped for this study consists of the discussion board, which
includes posting, reading, updating and commenting; and
the features that were developed based on the gamification
features, such as experience points, badges, progress bars,
leaderboards, and awards, which are used to measured its
impact on students’ engagement.

A. THE MAIN SITE PAGE


in online learning environments [50]. The advantages of There are many features that are configured on the main
using Moodle LMS include sharing information with the page, such as the navigation board, which consists of the
students, facilitating access to course materials, announc- dashboard, site page, calendar and all necessary navigation
ing and collecting course assignments, enhancing students’ boards that are concerned with the blocks, resources, and
engagement through online discussions and providing dis- activities that encompass the users’ gaming experience in a
tance learning classes [36], [37]. Furthermore, Moodle’s gamified platform.
flexibility and user-friendly interface provide the ability to
develop a gamified learning environment. The Moodle plat- B. DEVELOPING GAMIFIED LESSONS ON MOODLE
form supports the integration of game elements such as time The main course page is developed and it applies various
restrictions, badges, leaderboards, chatrooms and discussion resources and activities. Each resource and activity has their
forums, activity completion indicators, progress bars, score- own respective configurations. According to the gamified
boards, plugins, restricted access and points [36], [43], [53]. online discussion environment, the model consists of (7)
Empirical research studies have proven that the use of gami- topics, as shown in the figure below.
fication in Moodle tends to improve students’ motivation and In the above figure, the topics have assigned to (7) dif-
engagement [38]. ferent activities, including the term project specifications,
Customizing the Moodle platform can offer certain fea- term project group, engagement environment, presentation
tures. The Moodle block can be used to add engagement fea- submission 1, engagement environment, presentation sub-
tures, such as instance progress bars, level ups, stashes, chats, mission 2 and submit final project. Each topic has its
GISMO and badge blocks [39], while the Moodle resources own vital features and restrictions based on the gamified
and activities can be used to add lessons, H5Ps, quizzes, environment.
Login access data, labels, and questionnaires [40], [31].
Game mechanics have positive influences on supporting stu- C. COMPLETION PROGRESS
dents to achieve better academic outcomes [13]. In general, Completion Progress is a Moodle block and time-
game mechanics provide a structured set of objectives for management tool that follows the contents of academic
performing tasks and gaining rewards to complete their activ- activities. Furthermore, it shows the applied course activi-
ities, as shown in table 1. ties and visualizes the practiced activities and resources of

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FIGURE 2. Completion progress block.

FIGURE 4. Level up block.

FIGURE 5. Leaderboard of 6 participants in level up.


FIGURE 3. Completion progress overview.

participants. By placing the mouse pointer on the bar, E. GISMO ANALYTICS


the activity status will be shown. As usual, the completion GISMO is a graphical performance monitoring tool that
progress takes place on the top right-hand side of the main provides the ability to visualize a student’s performance
course page, as shown in the figure below. on academic activities in the online environment. Further-
The completed progress is represented in different colors more, by using GISMO, the instructor is able to follow
to denote if the activity has been completed or not. The and check the various aspects of a student’s performance
figure below is a screenshot from the recent study illustrating such as the student accessing course activities, submitting
which activities have been completed. The green color rep- assignments, applying and completing discussion forms, and
resents the completion of the participant’s course activities, reading course contents. The significance of using GISMO
while the blue color indicates that the participants did not is that it provides an overall graphical overview of online
finish the course activity. courses and not just that of a particular student or specific
activity. In the present study, GISMO is used to examine
D. LEVEL UP the participants’ log-ins, access overviews, assignments, and
Level up is a Moodle block and is considered as an essential forum access and show the completion of assignments, dis-
tool to gamify the course activities by providing the partici- cussions, and resources by the students.
pants with Experience Points (XPs), which represent the par- Currently, gamification plays a significant role in improv-
ticipant’s progress. Furthermore, it shows the new progress ing students’ engagement in blended learning environments.
levels of participants and what they have remaining to pass Gamification is supported with LMSs, which provide the
to the next level. The primary purpose of using the Level instructor both online learning and traditional face-to-face
up block is to incentivize participants to follow their learn- instruction. This research strives to adopt a gamified online
ing experience and motivate them to complete their course discussion form to improve students’ behavioral engagement
activities. in blended learning environments.
The Level up plays a critical role in the gamified environ-
ment because it includes five essential game elements such F. GAME MECHANICS
as Experience Points, Leaderboards, Levels, Progress, and Game mechanics are defined as techniques that specify the
Badges. The figure below illustrates the leaderboard contents. rules and strategies, which are designed to improve their
The level tabs demonstrate the number of levels that have interaction, motivation, and engagement [41]. In this study,
been passed by the participants. The participant tab shows the game mechanics refer to the mechanisms that create game
all the users that have participated in the gamified Moodle. elements using Moodle’s settings and features. Furthermore,
Moreover, the total numbers of XPs below represent the par- the main game mechanics are the completion tracking of
ticipants’ points that they earned from their course activities course activities, creating a post, updating, and reading and
while the progress bar illustrates the required points to pass specifying points for the completion of activities [31]. The
to the next level. key concept behind game mechanics is to use game elements

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FIGURE 7. Level up experience points.

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

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performance before and after applying to the gamified online


environment. Meanwhile, all the logs of data of the students
are stored in the Moodle system.

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.

VI. DATA COLLECTION


Forty-one (41) students (7 females and 34 males) out of (45)
FIGURE 8. Part 1 of the gamified online discussion environment.
students participated in the recent study. The participants
were took a graduate level (MSC and Ph.D.) Management
Information System (MIS) course at a University in the north-
ern part of Cyprus, which is a large private university in north
Cyprus - Turkey. The course instructor and the researcher
conducted and followed the study.
The gamified online discussion environment was applied
for (8) weeks during the spring semester of the 2017-
2018 academic year. First, the participants should answer the
pre-test questionnaire so that we can examine student engage-
ment before applying the gamified online environment.
Furthermore, the students should complete the term project
specification. Then, they can select their group member(s)
for their term project, and the groups are split into two types,
which are Ph.D. and MSc. In the Ph.D. groups, each group
should have one student per group, while for the MSc groups,
three students can be in 1 group with one of them specified
as the group leader. In a gamified online discussion envi-
ronment, one engagement environment has been developed,
which is used for creating a group topic, posting, reading,
updating, replaying, and discussing your group topic. After
the students created their topics and discuss this topic with
their peers, the students should create and upload their first
FIGURE 9. Part 2 of the gamified online discussion environment. presentation progress report. Then, they should apply for the
second online engagement environment for more discussions,
updates and posts on their topic and those of their peers.
presentation through presentation submission 2. Afterwards, In general, each day, the student should make at least two
Submit final project will be active, and students can access posts in the engagement environment. After completing all
the module to submit their final projects. mentioned progress, one module was created for students to
Aside from that, the student should access the post-test upload their final project on the online environment.
questionnaire that was added to the Moodle. Two question- First, the pre-test and post-test questionnaires are designed
naires were developed to examine students’ engagement and to assess the learning management system – Moodle.

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The students’ replies to the questionnaires were collected and


exported to be used as indicators to measure and visualize the
online student engagement in the gamified online discussion
environment. Second, the GISMO block plugin (Statistical
Analytics) was used to address students’ engagement.
With the GISMO tool, instructors have ability to inspect
the different features of distance students such as students’
attendance and the (log data) numbers of times accessing
the course activities, creating, posting, updating, reading,
discussing and submitting course assignments and activities.
The data are then exported from the learning management
system - Moodle - through the online environment.

VII. DATA ANALYSIS AND RESULTS


In this study, the IBM SPSS software is used to
analyze the pre-test and post-test questionnaire data.
Furthermore, descriptive statistics are used to analyze the fre-
quencies and determine the means of the pre-test and post-test
questionnaires. Analyze -> Compare Means (paired sample
t-test) is utilized to assess the significant differences between
the pre-test and post-test questionnaires. GISMO’s statistical FIGURE 10. Students access overview (log-ins).
analytics plugin is used to extract and explore students’
online behaviors, with providing graphical representations of
student interactions.

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

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FIGURE 13. Assignment submission overview.

FIGURE 12. Student access to the resources.

environment. As illustrated below, the fewest number of


resources that were accessed by the students is only one
access per resource, while the highest number of accesses by
the students is seven times per resource.
The total number of students who accessed the resources FIGURE 14. Contributions to forums overview.
has shown that the students effectively interact with the
resources. The project specification video is the most activities such as writing, updating, posting, and discussing
accessed resource since the students want to understand the with their peers in the gamified environment. The contribu-
project specifications well to meet the requirements. The sec- tion to forums overview is illustrated in two different colors,
ond most accessed resource is the Harvard referencing guide- red and gray. Red represents the participants who are writing,
line file since the students need to understand and carefully updating, and posting in the engagement environment. In this
follow the required referencing style. The third most accessed study, the maximum number of posts and updates is 26, while
resource is the suggested research area because students are the minimum number of posts and updates is 3.
striving to select an interesting topic for their project. The Gray illustrates the participants who are reading and fol-
students access the MIS quarterly journal and the lists of lowing their own and peers’ posts (topic). The maximum
ACM conferences and information and management journal number of read posts by the participants is 182, while the
resources because they might be uninteresting and not widely minimum number of read posts is 17. The researcher was
used by the students. The basics of paper writing and publish- monitoring the engagement environment and all topics that
ing URLs are the least accessed resource because students’ were discussed that were related to the course and project
priority is not to publish a paper but to complete the project content. As a result, the number of posts and reads of partici-
on time. pants reflected that the online student engagement improved
Figure 13 shows that 45 participants submitted the first pre- and there was increased student interaction with their peers.
sentation, the second presentation, and a final project. Here, Figure 15 shows the students who have engaged with the
a submitted assignment is presented as an empty red box on gamified online environment, their levels, the total experience
the bar. In general, according to the assignment submission points that they earned, and their learning activity progress.
overview, the students are highly engaged in the gamified In the gamified environment, the leaderboard has a powerful
online discussion environment because the majority of the impact on student interaction and supports the recognition
participants completed and submitted their projects. of the students with top academic achievements [46]. In this
Figure 14 demonstrates the participants’ access to the study, the result has shown that students highly participate
engagement environment in a gamified online discussion in the gamified online discussion environment because they
environment. The numbers below a preset number of were motivated to gain experience points to pass to the next
times show that students are participating in engagement level. Furthermore, competition is promoted with using a

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TABLE 2. Paired samples statistics.

TABLE 3. Paired samples test.

is higher than the mean (3.8390) for the pre-test. Additionally,


the standard deviation for the post-test is 0.21250, while that
for the pre-test is 0.54858.
According to the paired sample test, as shown in table 5.2,
there are significant differences between the pre-test and post-
test since t(40) = 7.997 and p= 0.000 < 0.05.
FIGURE 15. Leaderboard overview. However, using the t-test, the significance value is
0.149 for the post-test and it is 0.000 for the pre-test.
leaderboard because it supports the potential enhancement of This shows that there is a significant difference between
students’ engagement levels. the post-test and the pre-test because 0.149 is more signif-
Figure 15 illustrates that the students are highly moti- icant than 0.000. There is a 95% difference between the
vated and contributed to the gamified online environment. 0.84636 and 0.50486.
According to the level up ladder, 38 students were placed We used the descriptive statistics to calculate the skewness
in level 9 because they collected and earned all relevant XPs and kurtosis for the 20 questions of the pre-test and post-test
from the resources, assignments, and discussion environment. questionnaires. The skewness and kurtosis should be between
The implementation of gamification in an online environ- −2.3 and +2.3 to ensure the normality of the data [47]. Fur-
ment aimed to improve students’ participation using the XPs, thermore, the acceptable range for the skewness and kurtosis
which encouraged the students to collect more points and be is between −2 and +2 to be able to determine the normal
labeled as top achievers. distribution of the data [48]. The results show that the data
are normally distributed because the skewness and kurtosis
B. T-TEST
for both are in the acceptable ranges.
Based on the compared mean statistics, we applied the paired VIII. FINDINGS AND DISCUSSIONS
sample t-test to the post-test and pre-test questionnaires to This study examined and explored the impacts of a gamified
illustrate the significant differences between the post-test and discussion environment on student engagement in Moodle.
pre-test questionnaires. In the table below, the t-test results According to the results, the use of gamification in the online
show that there is an impressive improvement in the students’ discussion environment has a positive impact on student
engagement since the mean is 4.5146 for the post-test, which engagement.

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H. F. Hasan et al.: Gamified Collaborative Environment in Moodle

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
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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.

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H. F. Hasan et al.: Gamified Collaborative Environment in Moodle

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.

89844 VOLUME 7, 2019

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