A Conceptual Engagement Framework for Gamified E-Learning Platform Activities

Authors

  • Mohammed Abdulaziz Alsubhi
  • Noraidah Sahari
  • Tengku Siti Meriam Tengku Wook

DOI:

https://doi.org/10.3991/ijet.v15i22.15443

Keywords:

e-learning, activities, gamification, game elements, engagement.

Abstract


University students utilise e-learning resources to gain easy access to information and to make general enquiries. Such online environments offer alternatives to traditional learning, which is now considered expensive, and time-consuming with varying results. Student disengagement is reported as the main problem for higher education e-learning platforms, however, leading e-learning developers to employ Gamification to counteract this issue. A plethora of game elements are used in the gamification of e-learning, however, that necessitates more careful consideration of the various learning activities used in e-learning platforms. This study thus identifies several game elements suitable for inclusion in learning activities in e-learning platforms to improve student engagement, based on a literature-based analysis. This identified the most commonly used game elements, and a subsequent questionnaire survey examined real user perspectives on these elements. As a result, a conceptual engagement framework outlining how game elements might be used to support e-learning activities to engage students is proposed. The framework is intended to be used as a guideline for developers and academics seeking to build engaging e-learning systems based on good foundational concepts. The paper thus presents a short review of existing e-learning gamification frameworks and the steps taken towards the identification of commonly used game elements. Learning activities and student engagement factors usually employed in e-learning platforms are subsequently discussed in relation to the development of the proposed conceptual engagement framework for gamified e-learning activities.

Author Biographies

Mohammed Abdulaziz Alsubhi

Center for Software Technology and Management, Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, 43600 Bangi, Selangor, Malaysia

Noraidah Sahari

Center for Software Technology and Management, Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, 43600 Bangi, Selangor, Malaysia

Tengku Siti Meriam Tengku Wook

Center for Software Technology and Management, Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, 43600 Bangi, Selangor, Malaysia

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Published

2020-11-30

How to Cite

Abdulaziz Alsubhi, M., Sahari, N., & Tengku Wook, T. S. M. (2020). A Conceptual Engagement Framework for Gamified E-Learning Platform Activities. International Journal of Emerging Technologies in Learning (iJET), 15(22), pp. 4–23. https://doi.org/10.3991/ijet.v15i22.15443

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Section

Papers