Authors
Imed Bouchrika, Nouzha Harrati, Vanissa Wanick, Gary Wills
Publication date
2021/11/17
Journal
Interactive Learning Environments
Volume
29
Issue
8
Pages
1244-1257
Publisher
Routledge
Description
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 …
Total citations
202020212022202320241329347460
Scholar articles