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Effects of Gamification on Learning Outcomes, Satisfaction, Engagement, and Motivation in Virtual Learning Environments Between 2020 and 2022

Effects of Gamification on Learning Outcomes, Satisfaction, Engagement, and Motivation in Virtual Learning Environments Between 2020 and 2022

Kexin Zhang, Zhonggen Yu
Copyright: © 2022 |Volume: 12 |Issue: 1 |Pages: 18
ISSN: 2155-6873|EISSN: 2155-6881|EISBN13: 9781683182207|DOI: 10.4018/IJOPCD.306684
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MLA

Zhang, Kexin, and Zhonggen Yu. "Effects of Gamification on Learning Outcomes, Satisfaction, Engagement, and Motivation in Virtual Learning Environments Between 2020 and 2022." IJOPCD vol.12, no.1 2022: pp.1-18. http://doi.org/10.4018/IJOPCD.306684

APA

Zhang, K. & Yu, Z. (2022). Effects of Gamification on Learning Outcomes, Satisfaction, Engagement, and Motivation in Virtual Learning Environments Between 2020 and 2022. International Journal of Online Pedagogy and Course Design (IJOPCD), 12(1), 1-18. http://doi.org/10.4018/IJOPCD.306684

Chicago

Zhang, Kexin, and Zhonggen Yu. "Effects of Gamification on Learning Outcomes, Satisfaction, Engagement, and Motivation in Virtual Learning Environments Between 2020 and 2022," International Journal of Online Pedagogy and Course Design (IJOPCD) 12, no.1: 1-18. http://doi.org/10.4018/IJOPCD.306684

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Abstract

The most popular media of content delivery in online learning and education in the post-pandemic time has been learning management systems (LMS) or virtual learning environments (VLEs). Since few studies comprehensively presented the impact of gamification in the VLEs/LMS (GVLEs/GLMS) on learning outcomes, satisfaction, engagement, and motivation, this review aims to identify the effects of gamification in the contexts of VLEs/LMS. The authors adopted a systematic review method based on the preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P). The results showed that the GLMS had positive influences on learning motivation, engagement, and satisfaction while it did not necessarily improve learning outcomes due to various factors. Implications and suggestions were given to researchers, developers, educators, and institutions based on the findings.

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