Gamifying Sakai: Understanding game elements for learning

Kingsley Ofosu-Ampong, Richard Boateng

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationAmericas Conference on Information Systems 2018
Subtitle of host publicationDigital Disruption, AMCIS 2018
PublisherAssociation for Information Systems
ISBN (Print)9780996683166
Publication statusPublished - 2018
Event24th Americas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018 - New Orleans
Duration: 16 Aug 201818 Aug 2018

Publication series

NameAmericas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018

Conference

Conference24th Americas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018
Country/TerritoryUnited States
CityNew Orleans
Period16/08/1818/08/18

Keywords

  • Game elements
  • Gamification
  • Interaction
  • Learning management systems
  • Motivation
  • Sakai

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