TY - JOUR
T1 - Active Student Learning through Gamification in a Learning Management System
AU - Raharjo, Satrio Raffani
AU - Handayani, Putu Wuri
AU - Putra, Panca Oktavia Hadi
N1 - Funding Information:
We want to convey our gratitude to the Universitas Indonesia for the Grant Hibah Pendampingan Publikasi Internasional Q2 (PPI Q2) Number NKB-551/UN2.RST/HKP.05.00/2021.
Publisher Copyright:
© ACPIL.
PY - 2021/12/30
Y1 - 2021/12/30
N2 - E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g., rankings or points, badges, and leaderboards) to enhance active learning. This study uses a mixed-methods approach and data from weekly reviews and forum discussions, questionnaires, and data students’ interviews to assess the implementation of gamification elements in an LMS. The data from the questionnaires were analyzed using descriptive statistics, and the data from student interviews were analyzed using general inductive analysis. The results show that gamification in an LMS had a positive influence on active learning. The students have also provided positive feedback on the rated weekly review activity. The badges and leaderboard were also positively accepted by most students. Awarding points for activities was also found to improve students’ performance in class. Badges were found to increase students’ active participation, and the leaderboard motivated students to participate actively in online classes. This study could provide guidance to universities or LMS providers wishing to implement gamification in an LMS.
AB - E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g., rankings or points, badges, and leaderboards) to enhance active learning. This study uses a mixed-methods approach and data from weekly reviews and forum discussions, questionnaires, and data students’ interviews to assess the implementation of gamification elements in an LMS. The data from the questionnaires were analyzed using descriptive statistics, and the data from student interviews were analyzed using general inductive analysis. The results show that gamification in an LMS had a positive influence on active learning. The students have also provided positive feedback on the rated weekly review activity. The badges and leaderboard were also positively accepted by most students. Awarding points for activities was also found to improve students’ performance in class. Badges were found to increase students’ active participation, and the leaderboard motivated students to participate actively in online classes. This study could provide guidance to universities or LMS providers wishing to implement gamification in an LMS.
KW - Active learning
KW - Badges
KW - E-learning
KW - Gamification
KW - Leaderboard
KW - Learning management system
KW - Points
KW - Rating
UR - http://www.scopus.com/inward/record.url?scp=85125473675&partnerID=8YFLogxK
U2 - 10.34190/EJEL.19.6.2089
DO - 10.34190/EJEL.19.6.2089
M3 - Article
AN - SCOPUS:85125473675
SN - 1479-4403
VL - 19
SP - 601
EP - 613
JO - Electronic Journal of e-Learning
JF - Electronic Journal of e-Learning
IS - 6
ER -