AN INVESTIGATION INTO STUDENT PERCEPTIONS: THE GAMIFICATION OF E-LEARNING SYSTEMS
DOI:
https://doi.org/10.52337/pjer.v6i2.878Abstract
Gamification, the integration of game design elements into non-game situations, has emerged as a powerful approach to enhance motivation, engagement, and overall user experience. In the realm of eLearning, gamification involves incorporating game elements like points, badges, leader boards, and rewards to create interactive and immersive learning experiences. This study adopts a quantitative cross-sectional design to explore students' perceptions of gamification in eLearning. Data collection involves a Likert-style questionnaire covering dimensions such as gamified learning, performance expectancy, effort expectancy, social influence, facilitating conditions, eLearning system use, and user satisfaction. The primary objective is to investigate how students perceive gamification in eLearning. The study includes the development of a gamification-based Learning Management System named Learning Zone LMS on Moodle and assesses its impact on students' perceptions and engagement. The course design incorporates gamified elements to promote engagement among participants. The study collected users' perceptions of gamification from 192 participants across diverse academic disciplines. Descriptive analysis revealed positive perceptions in all aspects, with high expectations for positive impacts on academic performance and user satisfaction. Overall, participants expressed satisfaction and positive perceptions of gamified eLearning, highlighting the effectiveness of gamification in creating dynamic and effective learning experiences for learners.
