Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation
Abstract
:1. Introduction
2. Materials and Methods
3. Gamification Implementation in E-Learning
4. Results and Discussion
4.1. Behavioral Change
“I’m just excited because I think it’s something new. I’m kind of challenged with this new learning site because we don’t have a model like this yet.” (R1)“This is something unexpected that it turns out that these gamification models can be applied in learning. And that’s good.” (R9)
“To be honest, at first I think it was just like a usual e-learning site. At that time, when I looked around, it was still like a beta version, so I was still figuring out, I found the maximum points to be achieved were only 5000 points, so I wasn’t excited at first.” (R3)
“I think it will be harder to follow the new system”. (R5)“At first, it was more difficult for me to adjust it because I didn’t understand the system yet”. (R10)“I was confused at first because everything was new, there were points, games, and many things to do”. (R6)
“At first I was surprised, but after using the system it became more fun because I found new features.” (R7)“Since I already knew how to do this, how to do that, I started to get excited to level up. There were times when I started to want to be on top, just want to beat the others.” (R3)“After doing it and understanding the existing rules, I just feel easier because this will also affect the final score and after doing it, I became more excited.” (R5)
“I started to have a target since the lecturer announced the graduation requirements, and since 3 weeks ago my target was to be in the top 5 on the leaderboard.”(R5)
“My unpleasant experience was when the rules changed, I had to rearrange my strategy to pass this class.” (R4)“In what week, our lecturer increased the target point. From that time, it felt like it was just like that. I’m not interested in chasing point anymore.” (R2)“For me, at first, it felt like there was a sense of competitiveness, but as time went on, that sense faded. Because the gap between my score and the top 10 was getting farther away, it feels like whatever I get is enough. I just do my best.” (R1)
“For the first time it is fun, but as time goes by, even though it was cool, I got bored. I don’t know why I just got bored.” (R4)
“After reaching a certain point, it feels like it’s just like that, and the things we do to get points are monotonous. So at first I’m happy but as time goes, I’ve just wanted to finish the task.” (R2)
“Because I have reached my target, I’m not interested to do anything else. Even though the maximum level is still far away, for me it’s over.” (R4)
“I prefer gamification, because it’s a new experience to me, and because there is a point system and games like that. So we don’t just upload assignments, we have other tasks to do, like doing games and looking for points.” (R5)“I prefer gamification. Because for me, it will be more exciting if there is a reward for something we do.” (R1)“I prefer this new LMS to the conventional one. It’s more exciting like this. The new system is more motivating and engaging than the old one. It’s proven by the number of students that are more likely to access the new system than the old one, which we often use only to upload assignments.” (R3)
“If I have to choose, I may choose gamification. But if there are several courses, for example, 5 courses that use gamification simultaneously in one semester, it’s a bit of a hassle in my opinion, because we will be busy chasing points in all courses.” (R9)
4.2. Students’ Perception of Gamification Elements and How It Influences Motivation and Engagement
4.2.1. Points
“At first, I was still excited, I think “Wow, this is fun,” But just the more you get used to it, it seems like it is just a usual thing.” (R6)“Before I reach the required minimum point, I feel happy. But after reaching the minimum point, it feels like yes, it’s good if you get it, but if not, it is just fine.” (R2)
“I started chasing points from the mid-semester. I was looking for our lecturer’s attention. If there was a comment or post on the Forum, I would reply right away. I’m like being more enthusiastic.” (R3)
“I keep pushing to get more points to get the privileges. I want to have a good grade in this course and I also want my team to be in the first rank.” (R9)
“If there are no points, I rarely open the e-learning site. So points do give a little bit of enthusiasm.” (R8)“I think it’s good to know how many points our friends have. So we can increase our enthusiasm to beat our classmates by getting more points and increase our level. We become more active in the class.” (R9)“We feel like we have a responsibility to increase our points every day, so we don’t lag behind the others.” (R10)“Point is the most important feature in my opinion because points can be the proof of our effort.” (R6)
“I can be online for hours. I even make a timer so that every hour I can remember to fill out the wiki, post a message, or display the material to get some points.” (R3)“I always maximize the maximum limit of points that can be obtained every hour, so I will go online almost every hour to look for points, even staying up late at night.” (R3)“When I was very excited to chase points, I almost online 24 h every day. Sometimes I asked my friend to login to the system for me when I can’t.” (R7)
“For me, the most important thing about this course is to get as many points as possible, the other thing isn’t that important anymore.” (R3)
4.2.2. Leaderboard
“It’s good that there is a leaderboard like that, so we can compete with each other in the class.” (R10)“Every time I see a change in the leaderboard, I feel like, how come this could be higher, they have more points than me, so it’s like I’m more motivated to chase points.” (R1)
“At first, I had a target to get a position 1–5, but after some times the position was overtaken by others, so I just didn’t want to pursue it anymore.”
“When we see the leaderboard, we often feel anxious, because we are worried whether our position has been passed by other team or not. So we are as a team always reminding each other to maintain our position.”
4.2.3. Badges
“The team champion is the most important because it is the means to prove that our team works harder than other teams.” (R2)“For me, the champion badge which needs 20,000 points is the most important badge.” (R7)“The most important badge is the top scorer badge. That badge is important because we can boast ourselves as the first five students who managed to get the top score.” (R3)
“Receiving a badge makes me proud and makes me more enthusiastic in studying this course.” (R9)
“Getting a badge is not the important thing to me. Just because I see it is useful, for example, you will get an “A”, if you get this badge, and you will get a “B”, if you get that badge, I become more interested”.
“Badges become unimportant if not announced because what’s the point of getting a badge if your friends can’t see it.” (R3)“If it is announced, it makes me feel happy. This badge is proof that I have achieved the target. My friends will see and appreciate it.” (R5)
“For me, whether to announce it or not, it doesn’t matter. The important thing is that the badge can be exchanged for grades.”
4.2.4. Gamified Test
“I become more motivated to do the test. Gamified test is the one I look for every week.”
“I think the most important feature is the gamified test because it can trigger us to learn the material. This should be the main goal of gamification, which is to make students more enthusiastic about learning the materials.”
“We have to try and sometimes repeat several times to find the right answer. But it has a good impact, we can memorize the material being tested better.”
“I think it’s innovative and pushes students to read the material. Because if you want to play the game, you have to read the material first. Then you can play the game.”
“Doing the test through games makes the learning more easy and fun.”
4.3. The Influence of Population Characteristics on Motivation and Engagement
“I don’t care about earning points, because at the same time I’m also doing my internship, so I’m focused on working on my projects.” (R2)
“It’s more exciting and more fun if you have a team. If you’re alone, it’s like empty. We able to share and help each other as a team. I was helped a lot with my teammates and friends outside the team.”
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Study | Methods | Video Game Elements that Influence Engagement | Number of Participants | Participants’ Age |
---|---|---|---|---|
King et al. [51] | Quantitative | Reward | 421 | Mean = 22.8, SD = 5.6 |
Hull et al. [52] | Quantitative | Social | 110 | Mean = 24.7, SD = 9.04 |
Laffan et al. [53] | Quantitative | Presentation and Punishment | 207 | Mean = 25.47, SD = 5.6 |
Rapp [54] | Qualitative | Empowering, Farming, and Raiding | 36 | Mean = 28.3 |
Gamification Element | Element Type | Sub-Elements | Implementation |
---|---|---|---|
Social | Feature | Social utility | Online chat |
Social formation and institutional | Team | ||
Leaderboard | Individual leaderboard, team leaderboard | ||
Support network | Forum | ||
Reward | Feature | General reward | Experience Point (XP) |
Meta-game reward | Badges, bonus points, social point | ||
Intermittent reward | Reward schedule (periodic and variable) | ||
Payout interval | Lag time for giving rewards | ||
Empowering | Practice | Gamified test, assignment | |
Farming | Practice | Wiki, display/download materials | |
Raiding | Practice | Team discussion, team battle |
Badges Icon | Badges Name | Description |
---|---|---|
| Champion | Award for successfully maintaining an individual’s position in rank 1–5 for 7 consecutive weeks |
| Team Champion | Award for successfully maintaining the team’s position in rank 1–3 for 7 consecutive weeks |
| Top Scorer | Awards for the first 3 students who managed to reach level 10 |
| Persistence | An appreciation for the diligence and persistence of students in accessing activities on the e-learning site |
| Speedy | Will be given to students who input/update the Wiki no later than Friday, before 24.00 every week for 4 consecutive weeks |
| Generosity | Will be given to students for their generosity in giving points to their friends |
| Activeness | Award for student activeness. Activeness can be seen from the number of chats and posts in the forum |
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Rahayu, F.S.; Nugroho, L.E.; Ferdiana, R.; Setyohadi, D.B. Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation. Sustainability 2022, 14, 8906. https://doi.org/10.3390/su14148906
Rahayu FS, Nugroho LE, Ferdiana R, Setyohadi DB. Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation. Sustainability. 2022; 14(14):8906. https://doi.org/10.3390/su14148906
Chicago/Turabian StyleRahayu, Flourensia Sapty, Lukito Edi Nugroho, Ridi Ferdiana, and Djoko Budiyanto Setyohadi. 2022. "Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation" Sustainability 14, no. 14: 8906. https://doi.org/10.3390/su14148906
APA StyleRahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2022). Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation. Sustainability, 14(14), 8906. https://doi.org/10.3390/su14148906