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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The effect of gamification on students engagement: A preliminary study</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Systems Department, King Abdulaziz University</institution>
          ,
          <country country="SA">Saudi Arabia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>The use of game elements and mechanics in a non-game context, gamification, is being applied in both academia and industries in recent years. However, the evaluation process to recognize the benefits and limitations of using this concept in education still requires further investigation. This paper aims to investigate the effect of the gamification element on student behavioral engagement in an online course. A leaderboard plugin was developed and deployed in a Learning Management System (LMS). To investigate the effect, a quasi-experimental design was used with 48 students, in the middle school's computer course in Saudi Arabia. The effect of the leaderboard plugin was compared to those without a gamification plugin in the same educational setting. Initial findings indicate that the gamified online course presents better results than the traditional online course.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Student Engagement</kwd>
        <kwd>E-Learning</kwd>
        <kwd>Game-Element</kwd>
        <kwd>Leaderboard</kwd>
        <kwd>K-12</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The application of gamification in a variety of sectors has increased rapidly in recent
years, due to its potential benefits in relation to enhancing user motivation and
engagement, driving user behavior and increasing productivity [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1-4</xref>
        ]. In an educational
context, gamification allows the student to receive direct feedback regarding their
progress in the classroom and acknowledgment of completed activities [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Also, it
offers the potential to increase student motivation in the classroom [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Student engagement is critical for academic success [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], due to enhance student
motivation to learn, increase student satisfaction and improves student performance
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Student engagement defined as the amount of time and energy that the student
dedicated to academic experience [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ]. Although extensive studies have been
performed, engaging students in activities and the learning process in the classroom is
still a challenge for educators [
        <xref ref-type="bibr" rid="ref11 ref4">4, 11</xref>
        ]. Students still face problems in developing the
required level of engagement to achieve the full benefits of their education [
        <xref ref-type="bibr" rid="ref11 ref12 ref4">4, 11, 12</xref>
        ].
Gamification has been introduced as one approach to address this challenge, through
the introduction of a game element and design, such as using badges and points, in
non-game context [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. However, there is a still need for more research on the
effectiveness of gamification in a real classroom [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14-16</xref>
        ]. In the literature, many studies
have investigated a combination of elements [
        <xref ref-type="bibr" rid="ref17 ref18 ref19">17-19</xref>
        ], rather than limiting their focus
to one element. Thus, making it difficult to assess the relative impact of each element
of student engagement and which has a greater impact. In this study, we aim to
empirically demonstrate the effect of a gamification element in the educational
environment, in terms of student behavioral engagement, by introducing a leaderboard into an
online course. The leaderboard is an element in gamification that represented the rank
of participants in the competitive environment that represented in a table based on
their achievement [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. This element is promoted to a competitive environment which
allows the student to compare their performance with others [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Four indices of
student behavioral engagement were selected and examined which are login
frequency, activity completion rate, number of posts and number of views. These indices
have previously been used as measures of student behavioral engagement [
        <xref ref-type="bibr" rid="ref21 ref22 ref23">21-23</xref>
        ].
      </p>
      <p>This paper is organized as follows: Section 2 presents a literature review on the
topic. Section 3 explains the methodology used, the design tool, and the preliminary
results obtained. Finally, Section 4 provides a brief discussion and the conclusions of
the work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Literature review</title>
      <p>
        Gamification has been defined as the application of game design elements in the
nongame context [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. A similar definition was given by Landers [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] who defined
gamification as the utilization of features associated with video games in the non-game
context. In trying to define gamification from an educational view, Kapp [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
introduced nine concepts, which are similar to those of Deterding et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], which
describes gamification as a game-based approach that includes rules, feedback,
challenges, interactivity, and evoked emotions. In addition, the purpose of gamification is
primarily to engage the participants in solving problems and to motivate actions, both
socially and individually [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. In gamification, the participants directly impact the
outcome of the game with immediate effects, generating an environment that is
controlled by them [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        Gamification consists of various principles, each of which can be applied to create
a desired gamified experience. Gamification mechanics refers to the decisions that the
designers involved in the gamification of non-game context make to identify the rules,
context, goals, and boundaries of the events and activities to be gamified, as well as
the interactions types, such as opponents [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Gamification dynamics refers to the
participant behavior characteristics that occur as the participants engage in the activity
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Gamification elements are comparatively easy to recognize and use, especially
because many of the users have played games previously [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. A wide variety of
gamification elements exist [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. Examples of these include things such as points, badges,
leaderboards, levels, challenges, and rewards. A leaderboard is a popular element of
gamification that has been successful in different fields due to several reasons [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        One of these reasons is that the concept of the leaderboard is familiar to all ages. In
addition, it makes the handling of the successes and failures visible to all participants.
As well, it motivates the participants by presenting them in social comparison [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        Gamification primarily attempts to enhance user motivation towards a particular
activity or the use of particular technology, thus leading to an increase in the quality
and quantity of certain output activities [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Various studies focused on the
educational field have shown that gamification has a positive effect on student learning [
        <xref ref-type="bibr" rid="ref33 ref34">33,
34</xref>
        ], student participation [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], and increase student motivation [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>
        For online courses, student engagement refers to the effort and amount of time that
students put into their courses [
        <xref ref-type="bibr" rid="ref35 ref36">35, 36</xref>
        ]. Student engagement can be subdivided into
three primary domains, i.e., behavioral, emotional and cognitive engagement [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ].
Behavioral engagement relates to the student’s behavior in class, their participation in
school-based activities and their interest in academic tasks [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. Emotional
engagement emphasizes issues relating to the feelings of the students, in terms of their
belonging or being of value to their class, school or teacher (e.g. interest, happiness,
sadness, and boredom) [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. Finally, cognitive engagement focuses on the internal
investment of learners in the learning process, including their internal psychological
qualities and hidden characteristics that encourage effort in learning [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. The
engagement is essential for students to obtain the skills and knowledge to succeed, both
in their school life and future careers [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]. When students are not engaged, this leads
to various adverse outcomes, such as students dropping out of certain courses or units,
achieving lower grades and having reduced employment opportunities [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
Gamification has been introduced as a new approach with great promise for enhancing the
engagement of the student in online learning platforms [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]. Various studies have
been conducted to measure the impact of gamification on student engagement.
Simões et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] proposed a social gamification framework for K–6 students using a
social learning platform, which enables teachers to choose an appropriate social
gamification tool to deliver content to their students, depending on the mechanics and
dynamics of the social gamification, using a point-based rewards system. However, no
empirical study has been completed that shows the effectiveness of this approach.
Hew et al. [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ] explored the effect of gamification on student engagement and
motivation in an online course. They gamified course using points, leaderboard and
badges in relationship to each other. Results showed that the use of points, badges, and
leaderboard in an online course motivated the students to choose challenging
activities and to produce higher-quality finished results. Song et al. [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ] investigated the
influence of points on student engagement, showing that the use of points increased
the students’ enjoyment and engagement.
      </p>
      <p>
        As mention by [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ] although of the increasing amount of literature in the field of
gamification in education, Alsawaier [
        <xref ref-type="bibr" rid="ref46">46</xref>
        ] stated that there is still a lack of researches
that studies the impact of gamification on student engagement. In addition, the wide
range of student background, course type, and learning preferences require more
researches on the impact of gamification elements to assess their effectiveness [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ].
Consequently, this study aimed to measure the effect of a single element, i.e., a
leaderboard on student behavioral engagement in an online course.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Study</title>
      <sec id="sec-3-1">
        <title>Research design and sample</title>
        <p>A quasi-experimental design was used to conduct this study. A leaderboard plugin
was build and embedded in the Moodle1 learning management system. The study was
conducted on two groups of students, namely the gamified group and the control
group, from two different classes. The participants in the study were 48 female
students from the third intermediate grade in Saudi Arabia’s public schools. The
gamified group contains 23 students, and the control group contains 25 students. The study
was run during the first semester of the academic year 2018–2019 on a computer
course. Two versions of the course were created in Moodle: one was gamified using
the leaderboard plugin and the other without it. The course uses a blended learning
approach. The lectures were complemented with activities and resources that were
delivered online through the Moodle. The contents, course materials, and the
instructor were the same for both groups. The data collected were analyzed using the
descriptive statistical method and the T-test method to determine the significant results
between the groups.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Tool design</title>
        <p>
          In order to examine the effect of the gamification element on student behavioral
engagement, we design and develop a plugin tool that consists of a leaderboard and
deploy it on the Moodle platform that has been selected in this study due to its
similarity to another system that the students are familiar with. The leaderboard lists the
top five of students based on how many points they have earned. So, as their earned
points increase, their rank in the leaderboard increases too. The students' points
appear for all students which increase the competition between them [
          <xref ref-type="bibr" rid="ref21 ref47 ref48">21, 47, 48</xref>
          ].
Leaderboard displays on the main page of the gamified course and shows the student
name, rank, points earned, their picture and the percentage of their progress in the
course. The tool has customization features that enabled the instructor to define their
specific rules for earning points. Students will only earn points based on the
instructor’s rules set at the beginning of the class, and the rules were visible to the students.
The earning points give the students direct feedback on their achievements. The
students start with 0 points. The instructor decides the actions to reward points to the
student throughout the course based on their participation in course chat or discussion
forum either they view or posts, and their view of the course resources (course slides,
video tutorial, PDF, and URL).
        </p>
        <p>1 Moodle: https://moodle.com /
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Data collection and analysis</title>
        <p>A quantitative data of both groups was collected in this study in order to examine the
effect of a leaderboard on student behavioral engagement. Quantitative data was
collected from the log file and activity completion report in Moodle. Logfile contains
data related to login frequency, number of views, and number of posts. The activity
completion rate report contains data related to student activity in the course activities
and resources. The data was preliminarily analyzed using descriptive statistics to
assess the student behavioral engagement of both groups throughout the semester. In
addition, a T-test was used to determine significant results between the gamified and
control groups. The data was evaluated using a one-tailed T-test with assuming
unequal variance. The results of the analyses are illustrated in Tables 2-4.</p>
        <p>The analysis result of login frequency in Table 2 indicate a significant login
frequency for the gamified group (M = 28.64, SD = 56.93) over the control group (M =
6.46, SD = 9.11), t(22) = 1.72, p = .05.</p>
        <p>The analysis results of the number of views and the number of posts for both
groups illustrated in Table 3. Alike to the login frequency result, the result indicated
higher significant result for the gamified group ( M = 23.41, SD =40.73) than the
control group ( M = 5.35, SD = 9.15), t(18) = 1.73, p = .05.</p>
        <p>The data analysis collected records of the number of the posts by both groups also
indicated the same results as the previous analysis i.e., the gamified group ( M = 5.82,
SD =7.78) performed significantly higher number of posts compared to the control
group ( M = 1.94, SD = 2.88), t(20) = 1.72, p = .05.</p>
        <p>Action
No. of views
No. of posts</p>
        <p>The activity completion rate report refers to student activity in the course activities
and resources. It contains the status information of the course activities and resources
(completed or not completed) for each student. The course activities represented in
chat, forum, and assignments. The course resources are consisting of course slides and
PDF, which are represented in the following figure as file, as well as videos. The
status of course activities will change to completed in chat and forum once the student
post, while in the assignment the status will change if the student submit s the
assignment. For the course resources, the status will change once the student view course
slides, PDF, and videos. Fig. 3 and Table 4 illustrated the analysis results of the
activity completion rate report for both groups.</p>
        <p>120%</p>
        <p>Comparing the results of activity completion rate for both groups are illustrated in
Fig.3. They show that the gamified group completed all activities and resources,
whereas the control group only completed 53%. The results also reveal a significantly
higher activity completion rate for the gamified group (chat = 14%, file 1 = 10%, file
4 = 14%, file 5 = 14%, video 2 = 14%, video 6 = 17%, assignment 1 = 31%) over the
control group (chat = 8%, file 1 = 8%, file 4 = 8%, file 5 = 8%, video 2 = 4%, video 6
= 12%, assignment 1 = 12%).
The results of the T-test illustrated in Table 4 indicated a higher significant result of
activity completion rate to the gamified group ( M = 0.12, SD = 0.06) over the control
group ( M = 0.04, SD = 0.05), t(25) = 1.71, p = .05.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion and conclusion</title>
      <p>A total of 48 female students of third intermediate grade participated in the study. The
gamified group contained 23 students and the control group 25 students, hence the
two groups were unequal in number. This also indicates that the records of the total
number of logins by both groups lose some significance due to the unequal number of
participants in each group, yet even with the lower number of participants in the
gamified group, there were a higher number of logins than the control group: the gamified
group recorded 630 logins whereas the control group recorded 155. The maximum
number of logins was 237 and 35 for the gamified group and control group
respectively.</p>
      <p>The data analysis for the number of views indicates a significantly higher viewing
for the gamified group than the control group. The highest number of views for both
groups was 162 and 32 for the gamified group and control group respectively.</p>
      <p>The analysis of the number of posts by both groups also indicates a similar result:
that the gamified group performed a significantly higher number of posts compared to
the control group. The gamified group performed 30 posts as the maximum number of
posts, whereas the control group performed just 10.</p>
      <p>The results of the activity completion rate report indicate that the gamified group
completed all the course activities and resources compared to the control group. A
comparison of the completion percentage for each course activity and resource reveal
that the gamified group performed higher than the control group, except for
assignment 2 where the control group recorded a higher result, with an 8% student
completion rate compared to 7% for the gamified group.</p>
      <p>The biggest differences from the results were found in login frequency, number of
views, and number of posts, and the smallest with the activity completion rate report.</p>
      <p>This paper contributes to the leaderboard effect on student behavioral engagement
in an online course by providing evidence from a real class. A leaderboard plugin was
developed and embedded into Moodle to gamify the online course and examine its
effect. The experiment was conducted using a quasi-experimental design. Quantitative
data of the gamified group and control group were collected from Moodle. Overall,
the results of the four indices of online student engagement—login frequency, activity
completion rate, number of views, and number of posts—show that the gamified
group recorded the higher score in all indices compared to the control group. The
recorded results were compared using the T-test method to determine significance
between the groups. The initial findings of the study indicate that the results were
significantly higher, i.e., the gamified group performed at a higher engagement level
than the control group. In summary, these results support the hypothesis that
gamification is valuable in enhancing student behavioral engagement in online courses.</p>
      <p>In future work, we will validate these quantitative results. This will be done using
the student-self report. In addition, we will test the impact of the leaderboard against
the students’ performance by comparing the academic grades of both groups.</p>
    </sec>
  </body>
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