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Abstract
Rapid advances in information technology and easy access to the Internet are
reshaping educational institutions by providing new learning environments and
new ways to teach. Web-based course delivery (e-learning) might be the biggest
challenge in technology innovation used in higher education. If used effective-
ly, e-learning has a greater potential to alter higher education at its very core
than any other technology application we have known thus far. E-learning must
create the conditions under which students are motivated, satisfied, effective
and efficient.
This paper present conceptual model for gamification of e-learning courses in
higher education based on student learning styles. The model is based on our
previous research and results of experiments in using gamification in higher ed-
ucational courses [14, 23, 26]. Comprehensive review of the learning theories
and gamification concept is used to define the correlation between game ele-
ments and learning styles that are dominant gamified learning environments.
Conceptual design and architecture of virtual learning environment proposed in
our model can be used as framework for creating gamified e-learning courses
based on learning styles.
Keywords: gamification, learning style, e-learning, instructional design, Felder
Silverman model, adaptive hypermedia systems.
1 Introduction
Learning as a concept is almost impossible to explain with only one clear defini-
tion. It represents a complex process in which things (materials for learning), people
(students and instructors), relations (student-student, instructor-student, and student-
learning material), space (physical or virtual) and time (real or not) are playing equal-
ly important roles. All these parts are connected and they influence one another. De-
pending on how these factors combine, different teaching and learning methods are
identified. The traditional way of learning implies that its participants must complete-
ly adapt to the system as such, regardless of whether it suits them or not. This learning
model fails to recognize the complexity of learning process since students are charac-
2
Game elements in education are used in order to increase motivation and engagement
in the learning process [13]. Any online course can be easily improved by adding some
basic game elements (such as points, badges, time track etc.). Main similarity between
learning process and game is that both of them are goal-focused activities. Play-
ers/students are being directed to undertake tasks in order to achieve a desired out-
come, moving to the next level/mission in the case of a game, or understanding a com-
plex topic in the case of learning process. We can draw a parallel between course activ-
ities and game activities, while course goals can be defined as game goals [14]. Analy-
sis of relevant studies on gamification in higher education [15] showed that most
commonly used game elements are: points, badges, leaderboards, levels and progress
tracking.
Playing a game to “win” is very similar to student learning harder in order to get a
better grade. Most common game reward mechanics are points, leaderboards and
achievements [4-7]. Those mechanics can be easily integrated in the learning process.
In the game process points are usually bond with game levels, while lessons or learn-
ing units in the course can be seen as levels and points from each level can be used for
grading students’ activities. Student’s grades (or points) can be used to show their
success and to form the leaderboard, so students could compete to accomplish higher
ranking. Another way to show student’s success are achievements, which are com-
monly displayed publicly on online profiles. The Open Badge are emerging trend that
allows any person or organization to define a badge (achievement) to recognize
knowledge or skills represented by that particular badge [16].
Also, method of progress tracking within a game is analogous to the provision of
feedback within education. An important part of providing feedback to users is to let
them know how much progress they've made, either in game or learning. Theoretical
background
4
Sequential learners learn in small incremental steps and therefore have a linear learn-
ing progress. In contrast, global learners use a holistic thinking process and learn in
large leaps. They tend to absorb learning material almost randomly without seeing
connections but after they have learned enough material they suddenly get the whole
picture.
The basic idea of the proposed conceptual model is to incorporate game elements in
online education based on student’ learning styles. The subject of this paper is gamifi-
cation of Moodle online learning courses according to learning styles defined in
FSLMS. Proposed model aims to define elements of the game which suits to a partic-
ular style of learning according to Felder Silverman model and develop a model of
learning in e-education, which is based on the use of game elements depending on the
style of learning.
Table 1- methods of structuring of the teaching material, based on the FS learning styles
The result of this phase is the specification of the curriculum, programs and mate-
rials that will be created based on the recommendations set out in Table 1, for the
purpose of gamificiation.
Instructional design
The design phase is carried out with the aim of formalizing elements of the game that
can be incorporated into the online course in a way that they contribute to increasing
the motivation and participation of students, as well as to the expression of positive
behavior towards learning.
Table 2 provides an overview of the game elements that can make a positive im-
pact on a specific learning style. Proposals are given based on the examined theoreti-
cal literature and researches. [4-7, 16-18].
Table 2- Game elements that can make a positive impact on a specific learning
style(elements with impact are marked by “x” sign)
Development
For the purposes of course development, existing Moodle LMS services were inte-
grated and new developed to support gamification. We used: Open badges to incorpo-
rate award winning element, Level up! Module for XP’s points, Ranking block for
showing scoreboards, User tours for implementing Story game element, Progress
track for showing students the current status of their progress and Game mod for de-
veloping educational games for assignments and practice [25].
Implementation
During implementation we introduce the system to its users and general public. Stu-
dents are divided in experimental and control groups. Students from first group will
enroll the course with gamified elements, while those from control group will learn
from non-game learning material. Before the evaluation starts, we need to ensure all
the users (professors and pupils) are familiarizing with gamification concept, assess-
ment methods and curriculum. It is also necessary to monitor system’s usage, perfor-
mance and collect feedback.
Evaluation
Evaluation results are supposed to show whether the gamified material made a posi-
tive impact on the learners, increased their learning motivation, and if it did, how the
game elements and learning styles are connected. Data collected from e-learning sys-
tem serves to analyze learning outcomes and should be used to compare results of two
groups. Since we know which students belongs to which learning style we can easily
draw conclusions about success and impact of game elements on the level of FS
styles. Opinion questionnaire is used to determinate students’ level of satisfaction and
impressions on using gamification.
4 Conclusion
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