Start Date
16-8-2018 12:00 AM
Description
In recent times, the use of game designs in a non-game context known as gamification has been postulated to encourage learning and business engagement. This paper explores the perceived understanding of students and administrators concerning game elements as a precursor to gamifying Sakai which is a Learning Management System adopted by the University of Ghana. Survey data was gathered from both undergraduate and postgraduate students (N=40) and interview granted to the Sakai management team. The study examined their gaming experience, expectation of gamification in Sakai and perceive usefulness of game elements as an engagement and interactive tools. The findings show that gamification is a new concept and the data also revealed a positive attitude towards adding game elements to Sakai. Further, students opted for leaderboards and teams in Sakai to encourage teamwork, excitement in learning and an incentive to visit Sakai frequently. The findings implications are discussed.
Recommended Citation
Ofosu-Ampong, Kingsley and Boateng, Richard, "Gamifying Sakai: Understanding Game Elements for Learning" (2018). AMCIS 2018 Proceedings. 4.
https://aisel.aisnet.org/amcis2018/Education/Presentations/4
Gamifying Sakai: Understanding Game Elements for Learning
In recent times, the use of game designs in a non-game context known as gamification has been postulated to encourage learning and business engagement. This paper explores the perceived understanding of students and administrators concerning game elements as a precursor to gamifying Sakai which is a Learning Management System adopted by the University of Ghana. Survey data was gathered from both undergraduate and postgraduate students (N=40) and interview granted to the Sakai management team. The study examined their gaming experience, expectation of gamification in Sakai and perceive usefulness of game elements as an engagement and interactive tools. The findings show that gamification is a new concept and the data also revealed a positive attitude towards adding game elements to Sakai. Further, students opted for leaderboards and teams in Sakai to encourage teamwork, excitement in learning and an incentive to visit Sakai frequently. The findings implications are discussed.