Article 30
Article 30
Abstract—Effective e-Learning requiresstudents to be active, by conducting it with online learning simulation, gathering the
thus, creating an environment that engages the students is one of daily logs, and analyze the data quantitatively.
the challenges. One of the ways to build an engaging e-Learning
environment is by applying gamification concept. It improves II. GAMIFIED E-LEARNING
user engagement by enrichingthe system withthe game design
elements. This research aims to analyze the impact of A. Gamification Concept on Education
gamification environment on e-Learning system by looking at Gamification is one of the new evolutions on supporting
student’s quantitative interaction. 38 students from different high user interaction on a system. The practices of gamification are
schoolswere voluntarily joined to test out two different system. well used in business or marketing, but the use of gamification
This experiment focus on observing the impact of removing and itself has been varied to wider area and nudge in some fields of
adding gamification on the existing e-Learning system. The result studies. Thus, bringing up the issue of proposing gamification
shows that removing gamification causes significant decrement in education is one of a break through to support the learning
on student participation while adding gamification had no process.
significant impact.
Keywords—e-Learning; Gamification; User Engagement; Gamification denoted as “use of game design elements in
Human Computer Interaction. non-game contexts” (Deterding et al., 2011)[8]. It is parts of
gaming [4], which are represented as several interactions
I. INTRODUCTION between actors and also requires active involvement of the
In the recent years, e-Learning becomes the solution to players [9]. The avail of gamification in educational fields
surmount the barriers of time and place in learning. The tends to be new experiential way to trigger student presence to
researchers have been working for years to improve the e- make an achievement. With the gamification concept, the new
Learning effectiveness, making the e-Learning paradigm way of learning is expected to be more challenging to the
substantially changed, from teaching to learning [1][2]. It students and embroiled them to create an active learning.
points out that e-Learning is not simply focusing on the needs
B. E-Learning with Gamification
of educating but it is more to paying attention on learning.
These result to emphasize e-Learning as cognitive tool and E-learning emphasizes the metaphor of participation. It
emotional motivation tool which promote independent learning points the learning process should be developed through
[3]. E-Learning should encourage students to become active collaboration and communication [1]. Although e-Learning is
learners andsupport the real class-like environment to one of the new innovative solutions on education, it is still
encourage the participation. To accomplish this goal, the lacking on emotional interaction on the users. This concern
system should trigger more efficient and engage learning point out the feeling of engagement through the system is not
behavior [4]. well perceived. Gamification on the other hands had the
concept on creating users involvement and engagement
One of the ways to build the engaging system is by through the system. Its main goal is to raise the engagement of
applying the gamification concept. The main goal of applying users by using game-like techniques such as scoreboards and
this concept is to raise the user’s motivation by improving the personalized fast feedback (Flatla et al, 2011)[10]. Combining
system engagement [5] and give the personalized fast feedback gamification with e-learning will help creates learning
to user’s activities [6]. That goal is supported by the fact that environment which make the students feel more motivated,
students learn more effectively when they are engaged and engaged and triggered to complete the task given.
interested [7].
According to "self-determination theory" from Deci and
The purpose of this research is to discover the impression Ryan there are three needs of intrinsic motivation:
between e-Learning and gamification in case of raising user
engagement. This research will study the impact of adding or 1) Relatedness
removing gamification fromits existing system for each group Relatedness defined as things that connected a person with
their personal goals and their meaningful community of interest
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The curriculum was created by considering some aspects TABLE III. CLASS AND ENVIRONTMENT DISTRIBUTION
which included the time, material and the respondents. The
Time Class A Class B
learning process were held withintwo weekscontinuously. The
learning materials were basic Java programming language, and Week 1 Gamification Environment Non-gamification
the respondents were high school students.
Week 2 Non-gamification Gamification Environment
Table II shows the activities of the e-Learning simulation.
Every day the students learn new material and discuss related
topic in the forum. For practicing, the facilitators also prepare The measurement acquired by comparing quantitative
cases in the forum in order to deepen the student understanding aspects of the participants before and after the system was
about the material of the day. switched, as shown in Table III. The number of assignments,
and discussion forum posted was same for each week in order
IV. RESEARCH METHODS to keep the data balanced. These two weeks data of student
interaction will later used to analyze the impact of gamification
on students participation.
C. Learning Process
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TABLE IV. ACTIVITY RECORD OF CLASS A The value in table VI and Fig. 3 represents the value of t for
each recordedactivities in class A. Based on t-distribution table,
Total
critical value of 2.1098 is acquired with significance level of
Record Week 1 Week 2 (non- ܺത
0.05 and 17 degrees of freedom. The figure shows that by
(gamification) gamification)
appliying gamification on first week then remove it on the
Course view 889 554 18.6111 second week causes significant decrement on the number of
Assignment submitted 40 38 0.11111 participation in course view, discussion created, and discussion
Discussion created 16 7 0.5 view, as those t value is greater than the critical value.
Discussion reply 246 239 0.388889 The graph in Fig. 3provides the value of t for each record
Discussion view 1530 1210 17.7778 activity in class B. With 19 degrees of freedom and
significance level of 0.05, the critical value calculated as
TABLE V. ACTIVITY RECORD OF CLASS B 2.0930.The t value of each activity record should be greater
than 2.0930 to show it significantly decreased or it should be
Total smallerthan-2.0930 to be said as significantly increased.
Record Week 1 (non- Week 2 ܺത
gamification) (gamification)
Calculation of t value on each data record on class B show
that even though it seems there are improvement by applying
Course view 552 630 -5.4
gamification on e-Learning system, none of t value calculated
Assignment submitted 36 34 0.1 has exceed the critical value. Thus, it can not be claimed that it
Discussion created 2 14 -0.6 has differences to user participation by switching from non-
Discussion reply 59 95 -1.8 gamification environment to gamification environment. The
main reason is that even there are increasing student
Discussion view 439 683 -12.2
participation record, it only happened to a few students, hence
The student activity logs in both groups show that make it no real differences in the participation level of the
gamification gave impact on student participation in e-Learning whole user from class B.
system. As shown in Table IV, switching from gamification
environment to non-gamification in class A decreased the VI. DISCUSSION
number of participations and activities. On the other hand, class
B data record shows increasing number of participations and A. Outcome Analysis
activities after switching from non-gamification to gamification The behavior of the participants in the experiment shows
environment as pointed out in Table V. that there are different outcome for both group while
participating the learning process in the system.Both group
To clarify the differences, two-tailed dependent t-test were shows change of behavior after environment switching,
used to check the significancy of gamification. The therefore by adding or removing gamification to existed e-
significancy level of 0.05 was picked for this experiment. The Learning system causes change of participation level to some
paired value is the difference between each activity log in first participants. Based on this experiment, removing gamification
and second week of experiment. environment from existing e-Learning system causes more
impact compared to adding it.
TABLE VI. CALCULATED T-VALUE
Experiencing conventional e-Learning environment on the
T Value
Record first week points out to little participations. Thus, adding
Class A Class B gamification on the second week turns out only affecting a few
Course view 2.44498 -0.499226 participants, as they already saturated by the conventional e-
Assignment submitted 0.324946 0.270849 Learning system. On the other side, applying gamification on
the first week causes many participants became interested with
Discussion created 2.47386 -1.43105
the system and encouraged them to be more active. This cause
Discussion reply 0.469126 -1.12709 a lot of students enthusiast in the learning process on the first
Discussion view 3.02039 -1.07975 week. By removing gamification in the second week reduce
their motivation factors, therefore making them not as active as
in first week.
B. Obstacle and Challenge
As this research held, we face several issuesthat might
influence the results of this experiment.
1) Technical aspect
There were some technical issues that might affect the
result, for example some students had their PC broken and also
difficulties on accessing the internet.
2) Environmental aspect
Fig. 3. T-value chart of each activity record of both class
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The differences of learning material that delivered in first of the external factors that might affect student motivation. It
and second week could take effect on student participation. also noticed that this research scope is limited on high school
Some of students claim the learning materials were too hard students. Another experiment might needed on wider and more
which make them have difficulties on following the discussion. heterogeneous population as there might be different result
While there are also phase that the students felt the learning applying gamification in e-Learning in different population.
material is interesting due to it is a new topic for them. Some
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This research focused on quantitative aspect of
gamification impact on e-Learning, therefore future work is
needed to see the impact of gamification on qualitative
aspect. Further research could be elaborated to view the impact
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