Design of Game Elements (Badges and Leaderboard) in an E-Learning Environment and Their Impact on Developing the Skills of Using the Moodle Learning Management System and Achievement Motivation among Instructional Technology Students

Document Type : Original Article

Authors

1 قسم المكتبات والمعلومات، وتكنولوجيا التعليم، كلية التربية بنين بالقاهرة

2 2Curriculum and Instruction, and Dean of the Faculty, of Education, Al-Azhar University

Abstract

The research aimed at developing the skills of employing the Moodle e-learning management system and achievement motivation among instructional technology students, through designing an e-learning environment based on the gamification elements (badges and leaderboard). The researcher utilized the quasi-experimental approach to conduct the experiment on the research sample, which consisted of 60 fourth-year students majoring in educational technology. They were divided into two experimental groups, with each group comprising 30 students. The research instruments included a diagnostic test to measure the cognitive aspect related to the skills of using the Moodle Learning Management System, a graded scale to assess practical performance in using the Moodle Learning Management System, and an achievement motivation scale. The research results showed the impact of the e-learning environment on the development of cognitive achievement, practical performance, and achievement motivation among educational technology students. The results also indicated the superiority of the second experimental group (leaderboard incentives) in cognitive achievement, practical performance, and achievement motivation. The research concludes by providing some recommendations and suggestions to enhance the practical contributions of educational technology, including utilizing e-learning management systems, particularly Moodle, in educational management processes, and incorporating game elements within e-learning environments.

Keywords


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