{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,16]],"date-time":"2026-04-16T00:53:32Z","timestamp":1776300812865,"version":"3.50.1"},"reference-count":31,"publisher":"Emerald","issue":"1","license":[{"start":{"date-parts":[[2019,9,19]],"date-time":"2019-09-19T00:00:00Z","timestamp":1568851200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["ITSE"],"published-print":{"date-parts":[[2019,9,19]]},"abstract":"<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n<jats:p>This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and motivation in learning.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n<jats:p>To investigate student satisfaction and engagement with an e-learning course, here an Information Literacy Skills course, the authors collected data from 104 undergraduate students enrolled on the course in Thailand. In addition, the authors used student interaction data obtained from Moodle to examine whether there were any differences in the frequency of online interaction with the course between the students who performed at an above-average level and those who were below average.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n<jats:p>The findings indicated that the students were highly satisfied with the gamification tools in Moodle and they were engaged in the gamified e-learning course. The authors found a significant difference in the frequency of online interaction with the course between the group who performed at an above-average level and the group who were below average.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Practical implications<\/jats:title>\n<jats:p>The findings have important implications for the development of gamification in e-learning.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n<jats:p>This paper fulfills an identified need to study how gamification idea can be implemented in e-learning.<\/jats:p>\n<\/jats:sec>","DOI":"10.1108\/itse-06-2019-0030","type":"journal-article","created":{"date-parts":[[2019,9,25]],"date-time":"2019-09-25T05:39:27Z","timestamp":1569389967000},"page":"56-66","source":"Crossref","is-referenced-by-count":69,"title":["Gamification in e-learning"],"prefix":"10.1108","volume":"17","author":[{"given":"Chanut","family":"Poondej","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Thanita","family":"Lerdpornkulrat","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"140","reference":[{"key":"key2020030412135027200_ref001","first-page":"85","article-title":"Gameducation: using gamification techniques to engage learners in online learning","volume-title":"Immersive Education: 4th European Summit, EiED 2014, Vienna, Austria, 24-26 November, 2014, Revised Selected Papers","year":"2015"},{"issue":"C","key":"key2020030412135027200_ref002","first-page":"550","article-title":"Studying student differentiation in gamified education: a long-term study","volume":"71","year":"2017","journal-title":"Computers in Human Behavior"},{"issue":"4","key":"key2020030412135027200_ref003","article-title":"Academic success is about self-efficacy rather than frequency of use of the learning management system","volume":"32","year":"2016","journal-title":"Australasian Journal of Educational Technology"},{"key":"key2020030412135027200_ref004","first-page":"389","article-title":"Potentials of gamification in learning management systems: a qualitative evaluation","volume-title":"Design for Teaching and Learning in a Networked World: 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, Toledo, Spain, 15-18 September, 2015, Proceedings","year":"2015"},{"key":"key2020030412135027200_ref005","unstructured":"Dahlstrom, E., Brooks, D.C. and Bichsel, J. 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