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July 19, 2024Bulletin of Electrical Engineering and Informatics1 citationsOpen Access

Conceptual design model of engaging gamification mechanic for online courses

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AYAzizul Mohd YusoffSSSazilah SalamSMSiti Nurul Mahfuzah Mohamad

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Abstract

Online learning, or e-learning, delivers educational content and teaching through various formats, ranging from self-paced courses to synchronous virtual classrooms. Gamification, the incorporation of game-like elements into non-game contexts, enhances engagement through rewards, reputation points, and goal setting. In higher education, researchers seek effective methods to stimulate learning and boost learner engagement. This study employs the analytic hierarchy process (AHP) to identify suitable gamification elements for three types of learner interaction, breaking down the decision-making problem into a hierarchy. Through a pairwise comparison matrix, priorities among hierarchy elements are established. The research involves 36 learners from a technical and vocational education and training (TVET) Public University, selecting the top best six gamification mechanics for each construct: virtual goods, wally’s game, rewards, trophies-badges, skill points, and peer grading. The proposed conceptual design will be implemented in online courses to assess learning engagement in cognitive, behavioural, and affective domains in higher education.

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Cite This Study

Yusoff et al. (2024) studied this question.

synapsesocial.com/papers/68e5fb7ab6db64358758f96ehttps://doi.org/10.11591/eei.v13i5.7261
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1The Role of Gamification in Designing an Online Course2013
  2. 2Gamification and Student Motivation: Evaluating E-Learning Engagement from an Educational Psychology Perspective2025 · 4 citations
  3. 3Gamification: An Experimental Study on Enhancing Academic Achievement and Student Engagement in Higher Education2024
  4. 4Designing a MOOC Learning Environment embedded with Gamifications to Enhance Higher Order Thinking2025
  5. 5Leveraging gamification for enhanced learner engagement and satisfaction in hybrid business courses2025 · 1 citations