Gamification strategy to support self-directed learning in an online learning environment

This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experienc...

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Main Authors: Palaniappan, Kavitha, Md. Noor, Norah
格式: Article
語言:English
出版: International Association of Online Engineering 2022
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在線閱讀:http://eprints.utm.my/id/eprint/101075/1/NorahMdNoor2022_GamificationStrategytoSupportSelfDirected.pdf
http://eprints.utm.my/id/eprint/101075/
http://dx.doi.org/10.3991/ijet.v17i03.27489
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spelling my.utm.1010752023-05-25T04:13:55Z http://eprints.utm.my/id/eprint/101075/ Gamification strategy to support self-directed learning in an online learning environment Palaniappan, Kavitha Md. Noor, Norah QA75 Electronic computers. Computer science This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experience. Pre-experimental research (single group) was carried out for a duration of 5 weeks among a group of 29 undergraduate year 2 learners froma non-major computer science course undertaking basic programming language subject. The learners SDL and knowledge on the subject was measured with a questionnaire and assessment test before and after the gamification learning intervention. A gamification experience questionnaire was used to evaluate their gamification learning experience after the intervention. The learning environment was infused with gamification in the form of competition to earn points, leaderboard ranks and python programmer badge. The learner’s academic performance has significantly improved (p=0.000 < 0.05) after the gamification injection. Leaners selfdirected learning level also increased and there is a significant difference before (M=3.59) and after (M=4.22) the gamification strategy (p=0.000 < 0.05) imposed. Self-management, motivation and self-monitoring were all at high level with significance before and after (p=0.000 < 0.05) the gamified learning activities. Overall, the gamification strategy used in the online learning environment shows a positive influence to support learner’s self-directed learning. International Association of Online Engineering 2022 Article PeerReviewed application/pdf en http://eprints.utm.my/id/eprint/101075/1/NorahMdNoor2022_GamificationStrategytoSupportSelfDirected.pdf Palaniappan, Kavitha and Md. Noor, Norah (2022) Gamification strategy to support self-directed learning in an online learning environment. International Journal of Emerging Technologies in Learning, 17 (3). pp. 104-116. ISSN 1868-8799 http://dx.doi.org/10.3991/ijet.v17i03.27489 DOI: 10.3991/ijet.v17i03.27489
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
language English
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Palaniappan, Kavitha
Md. Noor, Norah
Gamification strategy to support self-directed learning in an online learning environment
description This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experience. Pre-experimental research (single group) was carried out for a duration of 5 weeks among a group of 29 undergraduate year 2 learners froma non-major computer science course undertaking basic programming language subject. The learners SDL and knowledge on the subject was measured with a questionnaire and assessment test before and after the gamification learning intervention. A gamification experience questionnaire was used to evaluate their gamification learning experience after the intervention. The learning environment was infused with gamification in the form of competition to earn points, leaderboard ranks and python programmer badge. The learner’s academic performance has significantly improved (p=0.000 < 0.05) after the gamification injection. Leaners selfdirected learning level also increased and there is a significant difference before (M=3.59) and after (M=4.22) the gamification strategy (p=0.000 < 0.05) imposed. Self-management, motivation and self-monitoring were all at high level with significance before and after (p=0.000 < 0.05) the gamified learning activities. Overall, the gamification strategy used in the online learning environment shows a positive influence to support learner’s self-directed learning.
format Article
author Palaniappan, Kavitha
Md. Noor, Norah
author_facet Palaniappan, Kavitha
Md. Noor, Norah
author_sort Palaniappan, Kavitha
title Gamification strategy to support self-directed learning in an online learning environment
title_short Gamification strategy to support self-directed learning in an online learning environment
title_full Gamification strategy to support self-directed learning in an online learning environment
title_fullStr Gamification strategy to support self-directed learning in an online learning environment
title_full_unstemmed Gamification strategy to support self-directed learning in an online learning environment
title_sort gamification strategy to support self-directed learning in an online learning environment
publisher International Association of Online Engineering
publishDate 2022
url http://eprints.utm.my/id/eprint/101075/1/NorahMdNoor2022_GamificationStrategytoSupportSelfDirected.pdf
http://eprints.utm.my/id/eprint/101075/
http://dx.doi.org/10.3991/ijet.v17i03.27489
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score 13.252575