Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU

Purpose – The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance le...

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Main Authors: Antara Mahanta Barua, Sruti Sruba Bharali
Format: Article
Language:English
Published: Emerald Publishing 2023-12-01
Series:AAOU Journal
Subjects:
Online Access:https://www.emerald.com/insight/content/doi/10.1108/AAOUJ-01-2023-0001/full/pdf
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author Antara Mahanta Barua
Sruti Sruba Bharali
author_facet Antara Mahanta Barua
Sruti Sruba Bharali
author_sort Antara Mahanta Barua
collection DOAJ
description Purpose – The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions. Design/methodology/approach – The case study was carried out by observing the views of the learners on the use of gamification in distance learning and studying the participation level of computer science learners before and after the gamification environment was added to a specific topic through the learning management system (LMS). The pre-game and post-game effects on learners' participation against various factors using t-tests were also investigated in this study. Findings – The study reveals that gamification had a positive and highly significant influence on the learners' participation and engagement in the e-content provided via the LMS. The post-gamification mean score (5.62) was higher than the pre-gamification mean score (2.36), and the overall paired t-test (5.301) value was significant at the 1% level of significance. Some of the challenges faced during the study were communication with the learner, lack of technical skills of the learner, duration of study, etc. Originality/value – This study will help in understanding the perception and effect of gamification on computer science learners in ODL mode in India. The study succeeded in demonstrating that the use of gamified elements results in increased learner participation.
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spelling doaj-art-0192a43ba15c488f944a6ace2cab8d492025-08-20T02:50:59ZengEmerald PublishingAAOU Journal1858-34312414-69942023-12-0118323324510.1108/AAOUJ-01-2023-0001Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOUAntara Mahanta Barua0Sruti Sruba Bharali1Department of Electronics, Krishna Kanta Handiqui State Open University, Guwahati, IndiaDepartment of Computer Science, Krishna Kanta Handiqui State Open University, Guwahati, IndiaPurpose – The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions. Design/methodology/approach – The case study was carried out by observing the views of the learners on the use of gamification in distance learning and studying the participation level of computer science learners before and after the gamification environment was added to a specific topic through the learning management system (LMS). The pre-game and post-game effects on learners' participation against various factors using t-tests were also investigated in this study. Findings – The study reveals that gamification had a positive and highly significant influence on the learners' participation and engagement in the e-content provided via the LMS. The post-gamification mean score (5.62) was higher than the pre-gamification mean score (2.36), and the overall paired t-test (5.301) value was significant at the 1% level of significance. Some of the challenges faced during the study were communication with the learner, lack of technical skills of the learner, duration of study, etc. Originality/value – This study will help in understanding the perception and effect of gamification on computer science learners in ODL mode in India. The study succeeded in demonstrating that the use of gamified elements results in increased learner participation.https://www.emerald.com/insight/content/doi/10.1108/AAOUJ-01-2023-0001/full/pdfGamificationEffective e-learningLearner participationLMSODL
spellingShingle Antara Mahanta Barua
Sruti Sruba Bharali
Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
AAOU Journal
Gamification
Effective e-learning
Learner participation
LMS
ODL
title Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
title_full Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
title_fullStr Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
title_full_unstemmed Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
title_short Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
title_sort gamification and its challenges in e learning a case study of computer science learners in kkhsou
topic Gamification
Effective e-learning
Learner participation
LMS
ODL
url https://www.emerald.com/insight/content/doi/10.1108/AAOUJ-01-2023-0001/full/pdf
work_keys_str_mv AT antaramahantabarua gamificationanditschallengesinelearningacasestudyofcomputersciencelearnersinkkhsou
AT srutisrubabharali gamificationanditschallengesinelearningacasestudyofcomputersciencelearnersinkkhsou