Gamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of gamification that influence, either positively or negatively, the learning experiences of students using these systems. This study examines an existing gamified learning tool implemented within an Australian university, and explores the aspects of this system that impact upon the student experience. It was found that positive influences included a combination of motivational and game-based elements such as presentation of content, self-efficacy of learning experiences, and feedback that positively influence students. Additionally, aspects of the system that negatively influenced learning experiences included issues such as interaction flaws and compatibility issues.
History
Publication title
Australian Educational Computing
Volume
30
Pagination
1-21
ISSN
0816-9020
Department/School
School of Information and Communication Technology
Publisher
Australian Council for Computers in Education
Place of publication
Australia
Rights statement
Copyright 2015 The Authors Licensed under a Creative Commons Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Repository Status
Open
Socio-economic Objectives
Other information and communication services not elsewhere classified