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Autor/inn/enRebelo, Sofia; Isaías, Pedro
TitelGamification as an Engagement Tool in E-Learning Websites
QuelleIn: Journal of Information Technology Education: Research, 19 (2020), S.833-854 (22 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Isaías, Pedro)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1547-9714
SchlagwörterEducational Technology; Electronic Learning; Learner Engagement; Game Based Learning; Web Sites; Student Motivation; Educational Games; Design; Foreign Countries; Expertise; Educational Attainment; Occupations; Teaching Methods; Brazil; United States; Germany; Spain; United Kingdom; Australia; Canada; Greece; Malaysia
AbstractAim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement. Background: Gamification is often depicted as a significant instrument to drive engagement, behavior change, and loyalty, which can be of great significance to online learning. This paper aims to examine the relationship between the application of gamification tools and the level of engagement in e-Learning websites. Methodology: This research used two methods: the analysis of e-Learning websites and an online survey with a convenience and purposive sample of e-Learning and/or gamification experts. Contribution: This paper adds to the existing body of research by placing and emphasis on and examining the positive role of gamification as an engagement instrument with valuable potential for e-Learning. Findings: The results showed that the majority of the selected e-Learning websites use gamification and engagement elements and that the tools that are more commonly used were deemed as the most effective, by the experts. It became equally evident that the deployment of a larger number of gamification and engagement elements have positive repercussions in the enhancement of engagement, which can have constructive ramifications for the effectiveness of eLearning. Recommendations for Practitioners: From a practitioner's viewpoint the findings can assist both learning designers and teachers in the creation of gamification strategies to enhance students' engagement. As a central challenge of e-Learning courses, engagement requires a multifaceted approach to be addressed effectively and knowing the strategies that have positive outcomes is a step forward in ensuring that the students can enroll in online courses and not be compromised with respect to their engagement. Finally, the lack of engagement can have serious repercussions not only on the learning experience of the students, but also on their actual academic performance. Hence, it is important to guide educators towards good design practices that can maximize engagement in these settings. Recommendations for Researchers: From a research perspective, these findings add to a growing body of studies that focus on the benefits of gamification by highlighting its positive repercussions on engagement and identifying which elements are more effective. In addition, the use of different sources of data provided a wider illustration of what is currently the use of gamification elements by functioning e-Learning websites and how those who apply them in practice in their courses perceive these elements. (As Provided).
AnmerkungenInforming Science Institute. 131 Brookhill Court, Santa Rosa, CA 95409. Tel: 707-531-4925; Fax: 480-247-5724; e-mail: contactus@informingscience.org; Web site: http://www.informingscience.org/Journals/JITEResearch/Overview
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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