Abstract:
Motivation in eLearning mode for higher education matters since it improves the interaction
and engagement of the students and consequently enhances the quality of their skills. Despite
the huge financial support by the government of Kenya to facilitate learning processes in
public universities, students feel demotivated when using Learning Management Systems
(LMSs) and this could be attributed to limited concept development in the gamification of
education. This study aimed to analyze the effect of integrating gamification mechanics in
LMSs to develop a model for students’ motivational learning experience. In achieving this,
the study was guided by four specific objectives explicitly: to analyze the existing models
that apply to the integration of gamification in LMSs, to determine the constraints
encountered in the integration of gamification in LMSs, to investigate the effect of integrating
gamification elements in LMSs and to develop and validate a model for the integration of
gamification in LMSs for students’ motivational learning experience. The study was
anchored on Self-Determination theory and gamified learning theory and it followed
pragmatism research philosophy. Besides, the study also adopted a deductive research
approach and experimental research design. The target population was 162 respondents and
a complete enumeration survey method of sampling for data collection was employed.
Questionnaires integrated into LMS and MOODLE reporting logs were used for data
collection. Data was analyzed using inferential statistics methods of regression and
correlation as well as paired samples t-test and descriptive statistics methods of percentages,
mean, and standard deviation. The results were presented in form of tables, graphs, charts,
and statistical narratives. The study's results confirmed that most of the respondents agreed
(M=3.87, SD=1.033) that the integration of gamification elements in LMS positively
impacted students’ motivational learning experience. Further, the experimental overall
results confirmed that there was a significant increase in course total activities score of the
students on a non-gamified LMS from (M=30.26, SD=13.36) to gamified LMS (M=50.60,
SD=21.53), t (80) = 10.45, p < .001, d = 1.14. In conclusion, the study established that the
integration of gamification elements revealed a positive effect on students’ course activity
scores and consequently their motivational learning experience and that there existed
gamification constraints that any university cannot evade. This study was limited to badges,
level-up, and custom certificates gamification mechanics, and their results on the
performance of students’ activity scores may not be valid for other gamification elements.
The study recommends that the university management offer capacity building to all
eLearning lecturers on how to integrate gamification elements in their courses. Further, it
recommends that the Directorate of eLearning develop a clear policy on how integration of
gamification can be achieved in the university course curriculum. The findings of this
research were used to develop and validate a model that higher education institutions could
use to integrate gamification in LMSs to improve students’ motivational learning experience.
Moreover, this study will considerably influence policy formulation on gamified eLearning
management systems that will facilitate the attainment of the fourth sustainable development
goal of quality education for students.