Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment
This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experienc...
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Published in | International journal of emerging technologies in learning Vol. 17; no. 3; pp. 104 - 116 |
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Main Authors | , |
Format | Journal Article |
Language | English |
Published |
Vienna
International Association of Online Engineering (IAOE)
01.01.2022
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Subjects | |
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Abstract | This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experience. Pre-experimental research (single group) was carried out for a duration of 5 weeks among a group of 29 undergraduate year 2 learners from a non-major computer science course undertaking basic programming language subject. The learners SDL and knowledge on the subject was measured with a questionnaire and assessment test before and after the gamification learning intervention. A gamification experience questionnaire was used to evaluate their gamification learning experience after the intervention. The learning environment was infused with gamification in the form of competition to earn points, leaderboard ranks and python programmer badge. The learner’s academic performance has significantly improved (p=0.000 < 0.05) after the gamification injection. Leaners self-directed learning level also increased and there is a significant difference before (M=3.59) and after (M=4.22) the gamification strategy (p=0.000 < 0.05) imposed. Self-management, motivation and self-monitoring were all at high level with significance before and after (p=0.000 < 0.05) the gamified learning activities. Overall, the gamification strategy used in the online learning environment shows a positive influence to support learner’s self-directed learning. |
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AbstractList | This research measures the effect of gamification on learners' academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experience. Pre-experimental research (single group) was carried out for a duration of 5 weeks among a group of 29 undergraduate year 2 learners from a non-major computer science course undertaking basic programming language subject. The learners SDL and knowledge on the subject was measured with a questionnaire and assessment test before and after the gamification learning intervention. A gamification experience questionnaire was used to evaluate their gamification learning experience after the intervention. The learning environment was infused with gamification in the form of competition to earn points, leaderboard ranks and python programmer badge. The learner's academic performance has significantly improved (p=0.000 < 0.05) after the gamification injection. Leaners self-directed learning level also increased and there is a significant difference before (M=3.59) and after (M=4.22) the gamification strategy (p=0.000 < 0.05) imposed. Self-management, motivation and self-monitoring were all at high level with significance before and after (p=0.000 < 0.05) the gamified learning activities. Overall, the gamification strategy used in the online learning environment shows a positive influence to support learner's self-directed learning. |
Author | Palaniappan, Kavitha Md Noor, Norah |
Author_xml | – sequence: 1 givenname: Kavitha surname: Palaniappan fullname: Palaniappan, Kavitha – sequence: 2 givenname: Norah orcidid: 0000-0003-0051-0230 surname: Md Noor fullname: Md Noor, Norah |
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CitedBy_id | crossref_primary_10_1016_j_entcom_2024_100643 crossref_primary_10_3390_su16177330 crossref_primary_10_1016_j_nepr_2024_103993 crossref_primary_10_1108_MD_12_2020_1669 crossref_primary_10_12688_f1000research_151777_1 crossref_primary_10_3390_info15110665 crossref_primary_10_46687_CVHT3942 crossref_primary_10_3390_educsci15020180 crossref_primary_10_23887_jjpgsd_v10i3_52099 crossref_primary_10_1038_s41598_022_15709_2 crossref_primary_10_23887_jippg_v5i2_49598 crossref_primary_10_1002_bse_4021 crossref_primary_10_1007_s10639_023_11977_1 crossref_primary_10_1007_s11528_025_01056_2 crossref_primary_10_20343_teachlearninqu_12_19 crossref_primary_10_23887_ijee_v6i2_43481 crossref_primary_10_1108_JIEB_08_2023_0054 crossref_primary_10_25082_AMLER_2023_02_002 |
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SubjectTerms | Academic achievement Distance learning Educational Environment Electronic Learning Game Based Learning Gamification Independent study Learning Activities Learning Experience Programming Languages Questionnaires Science Curriculum Self Management |
Title | Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment |
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