Sign inSubmit
computersciencejournal.org is not ours. This journal is published only at thescipub.com/jcs. Report a suspicious emailcomputersciencejournal.org is not ours · Report
ArticleMetrics
Research Article · Open access · Published 20 May 2020

Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course

Andrija Bernik1, Danijel Radošević2 & Jasmina Dvorski2

Journal of Computer Science, Volume 16, Issue 5, pp. 626–631 · doi.org/10.3844/jcssp.2020.626.631

7,248 accesses3,701 downloads6 citations (Crossref)Metrics
Cite Check for updates

Abstract

Gamification is a common and familiar term so far and it can be seen in almost every part of human activity. It's been nine years since the terminology first appeared in Gartner's Hype Cycle Report in 2011, however, higher education institutions still do not apply computer game elements to online Learning Management Systems (LMS). The problems encountered are related either to the administrators of the LMS system or to teachers who, for various reasons (lack of time, authority, knowledge, motivation, etc.,) reject the changes. Objective of this paper is to determent if there is statistical significant difference between experimental and control groups. Experimental group will be using gamified Moodle online course while control will use classical Moodle online course. Research is made on a sample of 46 graduate students from the Faculty of Organization and Informatics within the course Computer Mediated Communication. Experiment lasted for 14 days after which testing the students' motivation to use the teaching materials as well as the lessons learned after the experimental period took place. The results indicate 7 times higher activity in the experimental group of students, as well as 33.23% better results (using t-test) in the experimental group of students in the final knowledge test, thus accepting both hypotheses of this research.

Licence and reuse

Open access. This article is licensed under a Creative Commons Attribution 3.0 Licence (CC BY 3.0), as printed on the article, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original authors and the source. No permission is needed.

How to reuse this article

Responses (0)

Have a comment on this research? Sign in to respond. Responses are moderated and published with your name and affiliation; the authors are invited to reply. How we use your dataWrite a response

About this article

Cite this article

Bernik, A., Radošević, D. & Dvorski, J. (2020). Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course. Journal of Computer Science, 16(5), 626–631. https://doi.org/10.3844/jcssp.2020.626.631

Licence
CC BY 3.0
Issue
Volume 16, Issue 5
Policies
Editorial independenceUse of generative AIData availabilityAppeals and complaints
Version
Version of record
Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University CourseJournal of Computer Science · Volume 16, Issue 5 · pp. 626–631 · CC BY 3.0Download