Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study

This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and practitioners on how gamification can be used in onlin...

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Main Authors: Murat Sümer, Cengiz Hakan Aydın
Format: Article
Language:English
Published: Serious Games Society 2022-05-01
Series:International Journal of Serious Games
Subjects:
Online Access:http://journal.seriousgamessociety.org/index.php/IJSG/article/view/494
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author Murat Sümer
Cengiz Hakan Aydın
author_facet Murat Sümer
Cengiz Hakan Aydın
author_sort Murat Sümer
collection DOAJ
description This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and practitioners on how gamification can be used in online and distance learning programs in higher education. More specifically, the study intended to seek the answers whether student participation in the online and distance learning programs can be increased by the use of gamification, how the gamification influences the students’ academic performances in the online and distance learning programs and what learners think about integrating gamification into the open and distance learning programs in higher education. The study was designed as a sequential exploratory research, which is one of the mixed research methods. Findings indicate that integrating gamification into the online and distance learning programs has a significant impact on increasing students' visits to the learning environment. In addition, when the pre-gamification and post-gamification scenarios were compared in terms of students accessing to the content in the online and distance learning environment, it was discovered that there was a statistically significant increase. It can be also said that there is significant difference regarding to academic performances for gamified situations. Lastly, gamification is said to be fun by students and to contribute positively to their motivation. According to this, gamification has a positive effect on learners' e-learning behaviors and should be used more in online and distance learning programs.
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spelling doaj.art-2400c52392c3443b88e8eff52b73a3e02022-12-22T00:37:10ZengSerious Games SocietyInternational Journal of Serious Games2384-87662022-05-019210.17083/ijsg.v9i2.494Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method StudyMurat Sümer0Cengiz Hakan Aydın1Masaryk Institute of Advanced Studies, Czech Technical University in PragueAnadolu University This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and practitioners on how gamification can be used in online and distance learning programs in higher education. More specifically, the study intended to seek the answers whether student participation in the online and distance learning programs can be increased by the use of gamification, how the gamification influences the students’ academic performances in the online and distance learning programs and what learners think about integrating gamification into the open and distance learning programs in higher education. The study was designed as a sequential exploratory research, which is one of the mixed research methods. Findings indicate that integrating gamification into the online and distance learning programs has a significant impact on increasing students' visits to the learning environment. In addition, when the pre-gamification and post-gamification scenarios were compared in terms of students accessing to the content in the online and distance learning environment, it was discovered that there was a statistically significant increase. It can be also said that there is significant difference regarding to academic performances for gamified situations. Lastly, gamification is said to be fun by students and to contribute positively to their motivation. According to this, gamification has a positive effect on learners' e-learning behaviors and should be used more in online and distance learning programs. http://journal.seriousgamessociety.org/index.php/IJSG/article/view/494gamificationdistance learninghigher educationmixed methodsdesign principles
spellingShingle Murat Sümer
Cengiz Hakan Aydın
Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
International Journal of Serious Games
gamification
distance learning
higher education
mixed methods
design principles
title Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
title_full Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
title_fullStr Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
title_full_unstemmed Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
title_short Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
title_sort design principles for integrating gamification into distance learning programs in higher education a mixed method study
topic gamification
distance learning
higher education
mixed methods
design principles
url http://journal.seriousgamessociety.org/index.php/IJSG/article/view/494
work_keys_str_mv AT muratsumer designprinciplesforintegratinggamificationintodistancelearningprogramsinhighereducationamixedmethodstudy
AT cengizhakanaydın designprinciplesforintegratinggamificationintodistancelearningprogramsinhighereducationamixedmethodstudy