ABSTRACT
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In this research paper, an empirical study is conducted to explore how gamification can firstly affect the student learning engagement and the interactivity level with e-learning technologies. Secondly, whether it can be considered as a driving thrust to support sustained learning. A question board is designed and implemented to enable students ask and answer questions related to their taught modules where academic staff can also contribute and validate the most correct answers. The acquisition of data is performed through a period of 10 months in order to investigate the gamification impact over time. The gamified platform was integrated with the online e-learning portal of a university where the adoption of e-learning is considered extremely poor. The obtained results have revealed that gamification can be considered as a valuable tool to entice users for the uptake of educational systems and increase their interactivity and engagement.
Acknowledgements
The authors would like to thank all the members of the ICT center within the University of Souk Ahras for their continuous support to the success of the e-Learning project.
Disclosure statement
No potential conflict of interest was reported by the authors.