Document Details

Document Type : Thesis 
Document Title :
MEASURING THE IMPACT OF GAMIFICATION IN E-LEARNING SYSTEM
قياس تأثير التلعيب في نظام التعليم الإلكتروني
 
Subject : Faculty of Science 
Document Language : Arabic 
Abstract : Gamification has earned considerable attention in the research community of educational technology. This concept applies game elements and designs in a non-context game. Many studies connect gamification to improve students' experience and increased user engagement, motivation, and service profitability. Based on these, a variety of industries such as marketing, health, and education has used it widely. However, previous researches on measuring the impact of gamification component on student engagement are limited. Most of the available researches measure the impact of the combination of gamification components rather than measuring the impact of a specific component. Therefore, it is making it difficult to determine which gamification components have a positive impact on student engagement and which have not. Hence, this research contributes to investigating the effect of the leaderboard in student behavioral and emotional engagement and academic performance on a blended online course in terms of login frequency, activity completion rate, number of views, and number of posts. The fundamental hypothesis in this research is that the leaderboard can increase student behavioral and emotional engagement and academic performance in a blended online course. The research investigates the hypothesis by designing and developing a gamified plugin and embedded it into Moodle. a quasi-experimental design was used and carried out on 48 participants in a school. The data were collected from log data files, activities completion reports, student self-report, and academic performance. Results were compared between the gamified group and the control group in the same educational setting using descriptive statistics and t-test. The results obtained have shown that the gamified group had a high significant result compared to the control group in login frequency, activity completion rate, number of views, and number of posts. However, student academic performance result is not significant. Thus, indicated that the leaderboard increased student behavioral and emotional engagement in the blended online course. Findings provide instructors an awareness of the gamification component as an interactive teaching tool to engage students in the online course. 
Supervisor : Dr. Salih binti Abdullah 
Thesis Type : Master Thesis 
Publishing Year : 1441 AH
2020 AD
 
Co-Supervisor : Dr. Maram Meccawy 
Added Date : Saturday, June 13, 2020 

Researchers

Researcher Name (Arabic)Researcher Name (English)Researcher TypeDr GradeEmail
خلود مرزوق المطيريAl-Motairi, Kholood MarzougResearcherMaster 

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 46385.pdf pdf 

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