A Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course

Research articles of educational e-courses that contain only motivational elements of computer games but don't include playing computer games date from 2010. The field of such research is called gamification and is related to the use of game elements (mechanics, dynamics and aesthetics) for a purpose which is not a computer game [1],[6]. Numerous studies have shown that gamification has a positive impact on the pedagogical and psychological aspects of e-learning. A review of the literature in the field of online information technology courses shows that the aforementioned topic is inadequately explored, with the lack of theoretical and empirical research which would involve important aspects of gamification. Through theoretical and empirical research, our preliminary study will try to: 1) create a conceptual model and a set of recommendations for the implementation of a gamificational educational system which positively affects the motivation to use educational content of the e-learning course measured by objective indicators; 2) create a gamified e-course in the field of teaching information technologies; 3) examine a possible positive effect on learning outcomes in an experimental group of students who will use a gamified e-learning course.

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