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Learning Analytics and Gamification are examples of some strategies that have been applied in educational context as an attempt to reduce motivational problems. While learning analytics seek to analyze learners and their contexts in order to understand and improve the teaching-learning process, gamification applies all suitable game elements in learning environments to motivate and engage students. This work aims to integrate learning analytics techniques and game elements in a virtual learning environment and verify if this integration increased students' interaction and satisfaction. Through a controlled experiment, 77 undergraduate students were divided into two groups (i.e., experimental and control) and their participation in an online course was monitored. As a result, the satisfaction was higher for the experimental group, although there was no significant difference between the groups in relation to their interaction.
Klock et al. (Sun,) studied this question.