Analysis on gamification in the Moodle environment
Abstract
This article explores the gamification potential of the Moodle LMS, utilizing the Octalysis and 6D frameworks. The authors conducted an extensive literature review, identified Moodle resources that best align with Octalysis motivational cores, and, as a proof of concept, developed a gamified writing course. It was found that Moodle has gamification potential, but its implementation faces challenges, particularly for non-technical users.References
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Barros, J., Bezerra, T., and Cunha, M. (2019). Uma revisão sistemática da literatura sobre gamificação no ambiente virtual de aprendizagem (ava) m̈oodleë seus impactos no processo de ensino-aprendizagem. In Anais da XIX Escola Regional de Computação Bahia, Alagoas e Sergipe, pages 546–555, Porto Alegre, RS, Brasil. SBC.
Chou, Y.-k. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
Fortunato, M. (2018). Gamificar nas aulas de inglês no 1º ceb -a recompensa é a aprendizagem. Sensos-e, 4:51–63.
García-Iruela, M. and Hijón-Neira, R. (2018). Proposal of a management interface for gamified environments in moodle. In 2018 International Symposium on Computers in Education (SIIE), pages 1–4. IEEE.
Hunicke, R., LeBlanc, M., Zubek, R., et al. (2004). Mda: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, volume 4, page 1722. San Jose, CA.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Khaldi, A., Bouzidi, R., and Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1):10.
Pastor, H., Satorre, R., Molina, R., Gallego, F., and Llorens, F. (2015). Can moodle be used for structural gamification? In INTED2015 Proceedings, pages 1014–1021. IATED.
Petroulis, I., Tzelepi, M., and Papanikolaou, K. (2019). On the design of gamification elements in moodle courses. In Liapis, A., Yannakakis, G. N., Gentile, a., and Ninaus, M., editors, Games and Learning Alliance, pages 428–437, Cham. Springer International Publishing.
Poondej, C. and Lerdpornkulrat, T. (2020). Gamification in e-learning: A moodle implementation and its effect on student engagement and performance. Interactive Technology and Smart Education, 17(1):56–66.
Sinnott, M. and Xia, L. A. (2020). A review of the moodle gamification plugin “level up”: Using a moodle plugin to gamify learning of academic vocabulary. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 10(3):89–95.
Sriratnasari, S. R., Wang, G., and Kaburuan, E. R. (2019). Applying innovative learning management system (lms) with gamification framework. In 2019 International Seminar on Application for Technology of Information and Communication (iSemantic), pages 569–573. IEEE.
Strmecki, D., Bernik, A., and Radosevic, D. (2015). Gamification in e-learning: Introducing gamified design elements into e-learning systems. J. Comput. Sci., 11(12):1108–1117.
Turnbull, D., Chugh, R., and Luck, J. (2020). Learning management systems, an overview. Encyclopedia of education and information technologies, pages 1052–1058.
Werbach, K., Hunter, D., and Dixon, W. (2012). For the win: How game thinking can revolutionize your business, volume 1. Wharton digital press Philadelphia.
Barros, J., Bezerra, T., and Cunha, M. (2019). Uma revisão sistemática da literatura sobre gamificação no ambiente virtual de aprendizagem (ava) m̈oodleë seus impactos no processo de ensino-aprendizagem. In Anais da XIX Escola Regional de Computação Bahia, Alagoas e Sergipe, pages 546–555, Porto Alegre, RS, Brasil. SBC.
Chou, Y.-k. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.
Fortunato, M. (2018). Gamificar nas aulas de inglês no 1º ceb -a recompensa é a aprendizagem. Sensos-e, 4:51–63.
García-Iruela, M. and Hijón-Neira, R. (2018). Proposal of a management interface for gamified environments in moodle. In 2018 International Symposium on Computers in Education (SIIE), pages 1–4. IEEE.
Hunicke, R., LeBlanc, M., Zubek, R., et al. (2004). Mda: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, volume 4, page 1722. San Jose, CA.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Khaldi, A., Bouzidi, R., and Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1):10.
Pastor, H., Satorre, R., Molina, R., Gallego, F., and Llorens, F. (2015). Can moodle be used for structural gamification? In INTED2015 Proceedings, pages 1014–1021. IATED.
Petroulis, I., Tzelepi, M., and Papanikolaou, K. (2019). On the design of gamification elements in moodle courses. In Liapis, A., Yannakakis, G. N., Gentile, a., and Ninaus, M., editors, Games and Learning Alliance, pages 428–437, Cham. Springer International Publishing.
Poondej, C. and Lerdpornkulrat, T. (2020). Gamification in e-learning: A moodle implementation and its effect on student engagement and performance. Interactive Technology and Smart Education, 17(1):56–66.
Sinnott, M. and Xia, L. A. (2020). A review of the moodle gamification plugin “level up”: Using a moodle plugin to gamify learning of academic vocabulary. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 10(3):89–95.
Sriratnasari, S. R., Wang, G., and Kaburuan, E. R. (2019). Applying innovative learning management system (lms) with gamification framework. In 2019 International Seminar on Application for Technology of Information and Communication (iSemantic), pages 569–573. IEEE.
Strmecki, D., Bernik, A., and Radosevic, D. (2015). Gamification in e-learning: Introducing gamified design elements into e-learning systems. J. Comput. Sci., 11(12):1108–1117.
Turnbull, D., Chugh, R., and Luck, J. (2020). Learning management systems, an overview. Encyclopedia of education and information technologies, pages 1052–1058.
Werbach, K., Hunter, D., and Dixon, W. (2012). For the win: How game thinking can revolutionize your business, volume 1. Wharton digital press Philadelphia.
Published
2024-07-21
How to Cite
FERNANDES, Rafael; SOUZA, Vanessa C. O.; SOUZA, Vinícius O..
Analysis on gamification in the Moodle environment. In: INTEGRATED SOFTWARE AND HARDWARE SEMINAR (SEMISH), 51. , 2024, Brasília/DF.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 240-251.
ISSN 2595-6205.
DOI: https://doi.org/10.5753/semish.2024.3011.
