1 AIT Asian Institute of Technology

Development of gamification features for e-learning systems: a case study of AIT share platform

AuthorKachibatla, Sai Sagar
NoteA Research Study Submitted in Fulfillment of the Requirements for the Degree of Master of Engineering in Information Management
PublisherAsian Institute of Technology
AbstractTraditional learning approach always faces the issue of learner engagement and motivation, and this can be seen on E-Learning platforms as well. Research has shown that implementation of gamification in the field of education has proven to be effective by influencing the learners’ intrinsic behavior to be motivated towards learning. This study aims to determine what game design elements can influence the learners’ behavior to increase their motivation and engagement. Taking a step further based on the existing research on gamification, the question to be answered is: To what extent does a learners’ behavior is affected with the use of game design elements on the AIT Share Platform? Gamification is defined as the use of game design elements in non-game scenarios, i.e., in education, specifically e-learning platforms in our case. From review of the literature on the concept of gamification and its effect in the field of education, an online survey was distributed to the students of AIT Share platform to respond about their experience and usage of e-learning platforms and also to determine the game design elements that are to be developed for the platform. Analysis of the survey has shown that incorporation of gamification on the platform will yield potentially positive results in terms of learners’ motivation and engagement. The evaluation results indicate that gamification has an impact of the learners’ engagement towards the learning approach and the respondents have suggested that feedback and rewards systems are useful game design elements for the platform. Based on these results, gamification can be seen as a potential catalyst for online learning. Further research is needed to identify potential game design elements and other motivational factors that helps in strengthening the effectiveness of online learning
Year2020
TypeResearch Study Project Report (RSPR)
SchoolSchool of Engineering and Technology (SET)
DepartmentDepartment of Information and Communications Technologies (DICT)
Academic Program/FoSInformation Management (IM)
Chairperson(s) Chutiporn Anutariya;
Examination Committee(s)Anwar, Naveed;Dailey, Matthew N. ;
Scholarship Donor(s)AIT Fellowship;


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