2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education
| Format: | General Document |
|---|
| _version_ | 1860798331963310080 |
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| building | INTELEK Repository |
| collection | Online Access |
| collectionurl | https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection3 |
| copyright | Copyright©PWB2025 |
| country | Malaysia |
| date | 2025-06-13 16:08 |
| format | General Document |
| id | 17251 |
| institution | UniSZA |
| originalfilename | ENHANCING STUDENT PROGRESSION USING GAMIFICATION TECHNIQUE IN DIGITAL LEARNING A CASE STUDY FROM JORDANIAN HIGHER EDUCATION.pdf |
| person | Eslam Atta Hilal Alharbi |
| recordtype | oai_dc |
| resourceurl | https://intelek.unisza.edu.my/intelek/pages/view.php?ref=17251 |
| sourcemedia | Server storage Scanned document |
| spelling | 17251 https://intelek.unisza.edu.my/intelek/pages/view.php?ref=17251 https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection3 General Document Malaysia Library Staff (Top Management) Library Staff (Management) Library Staff (Support) Terengganu Faculty of Informatics & Computing English application/pdf 1.7 Jordan E-learning Server storage Scanned document UniSZA Private Access UniSZA 174 Copyright©PWB2025 Academic Achievements UniSZA Higher Education Higher education—Jordan Dissertations-Academic Eslam Atta Hilal Alharbi Gamification Digital Learning Student Progression Learning Management System (LMS) Gamified Assessment Student Engagement Distance Education—Evaluation Instructional Systems—Design Gamification In Education 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education The present study is conducted to analyze gamification model for the assessment of students in digital learning environment. Despite integration of e-learning, there have been challenges of digital assessment of students. Moreover, conducting exam electronically and maintaining academic honesty of students is a challenge. Therefore, it is imperative to determine the usefulness of gamification model to assess the academic performance of students. It focused on the measures that are taken by the Jordanian higher education institutes for assessing the effectiveness of digital learning environment, formulation of a gamification model for addressing the needs of student’s assessment, the interaction among students and gamification model in the environment of digital learning, and motivation of the students for active engagement in learning activities through the gamification model. It is an exploratory research based on the students who are taking gamified version of the digital learning course at the University of Jordan. For gathering relevant information, questionnaire and interviews have been used. Questionnaire was filled by 30 students since there are only 30 students taking the gamification at the Jordanian University and interviews were conducted from 5 gamification experts and 4 students selected randomly. The findings from experts interview revealed the following: the gamification model increases motivation and encourage engagement of students, the simulation of games were simple, there are some usability issues of game design, and experts, as well as, students, have huge interest in gamified model for assessment. The interviews conducted from students revealed that most students have positive attitude towards gamification, they tend to be more interested in the gamified assessment if it is based on their background knowledge and find gamification interesting as well as easy to follow. For quantitative analysis, student’s satisfaction with the gamification model is considered as a dependent variable which is influenced by the following independent variables: Net Benefit, Service Quality, Information Quality, and System Quality. Overall, the findings reveal a proposed gamification model that can have a positive impact on the assessment of students. It can be a useful addition to the conventional digital learning system, and helps the students to become more active and interact more with peers. For enhancing the student participation in gamification model, this study focused on system quality, information quality, service quality and net benefit, since they tend to significantly effect the satisfaction of student with the gamification model as highlighted through the findings of current study. It proposed a model that can be used to foster competition, collaboration, motivation and engagement in learners. The proposed gamification model addresses the needs of students of becoming more active and interacting easily with peers. It may also increase active learning in students instead of engaging them for short-term. This study provides a more effective gamification model improving student’s learning outcomes in digital learning environment. 2025-06-13 16:08 uuid:bbb72d35-b01d-46e6-a2af-186e7a176a9a Adobe Acrobat Pro DC 19.21.20048 ENHANCING STUDENT PROGRESSION USING GAMIFICATION TECHNIQUE IN DIGITAL LEARNING A CASE STUDY FROM JORDANIAN HIGHER EDUCATION.pdf Thesis |
| spellingShingle | 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education |
| state | Terengganu |
| subject | Academic Achievements Higher education—Jordan Dissertations-Academic Distance Education—Evaluation Instructional Systems—Design Gamification In Education |
| summary | The present study is conducted to analyze gamification model for the assessment of students in digital learning environment. Despite integration of e-learning, there have been challenges of digital assessment of students. Moreover, conducting exam electronically and maintaining academic honesty of students is a challenge. Therefore, it is imperative to determine the usefulness of gamification model to assess the academic performance of students. It focused on the measures that are taken by the Jordanian higher education institutes for assessing the effectiveness of digital learning environment, formulation of a gamification model for addressing the needs of student’s assessment, the interaction among students and gamification model in the environment of digital learning, and motivation of the students for active engagement in learning activities through the gamification model. It is an exploratory research based on the students who are taking gamified version of the digital learning course at the University of Jordan. For gathering relevant information, questionnaire and interviews have been used. Questionnaire was filled by 30 students since there are only 30 students taking the gamification at the Jordanian University and interviews were conducted from 5 gamification experts and 4 students selected randomly. The findings from experts interview revealed the following: the gamification model increases motivation and encourage engagement of students, the simulation of games were simple, there are some usability issues of game design, and experts, as well as, students, have huge interest in gamified model for assessment. The interviews conducted from students revealed that most students have positive attitude towards gamification, they tend to be more interested in the gamified assessment if it is based on their background knowledge and find gamification interesting as well as easy to follow. For quantitative analysis, student’s satisfaction with the gamification model is considered as a dependent variable which is influenced by the following independent variables: Net Benefit, Service Quality, Information Quality, and System Quality. Overall, the findings reveal a proposed gamification model that can have a positive impact on the assessment of students. It can be a useful addition to the conventional digital learning system, and helps the students to become more active and interact more with peers. For enhancing the student participation in gamification model, this study focused on system quality, information quality, service quality and net benefit, since they tend to significantly effect the satisfaction of student with the gamification model as highlighted through the findings of current study. It proposed a model that can be used to foster competition, collaboration, motivation and engagement in learners. The proposed gamification model addresses the needs of students of becoming more active and interacting easily with peers. It may also increase active learning in students instead of engaging them for short-term. This study provides a more effective gamification model improving student’s learning outcomes in digital learning environment. |
| title | 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education |
| title_full | 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education |
| title_fullStr | 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education |
| title_full_unstemmed | 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education |
| title_short | 2025_Enhancing Student Progression Using Gamification Technique In Digital Learning: A Case Study From Jordanian Higher Education |
| title_sort | 2025_enhancing student progression using gamification technique in digital learning: a case study from jordanian higher education |