The gamified e-learning approach has been widely used as a learning and teaching strategy, particularly in higher education. This strategy has been successfully used to engage, motivate and enhance learning performances. However, learners or students react differently to game designs and game mechanics depending on the subject area that a particular gamified application though there are several studies shows that gamification enhances motivation. In this paper, we designed and implemented a specific learning model for the gamified digital logic gates or LogIO. Thus, thirty (30) learners evaluated and we determined how do game design elements affect learners in terms of motivation, performance and learning experience. The main results of this study showed that learners agreed that the motivation level and usability of LogIO have a weighted mean of 4.56 and 4.49 respectively while performance and learning experience level has 81% during the utilization of the gamified mobile application. These results support the significance and relevance of adapting particular design elements for gamified digital logic gates to enhance motivation, performance and learning experience.
Gamification is the application of game design elements and game mechanics in a non-game context. This concept has been successfully used in several fields such as businesses and education. As such, the gamification e-learning approach could be used in education, particularly in a digital logic subject area, as a tool to improve student engagement. However, few research and design guidelines exist regarding a gamified learning approach for digital logic. The objective of this paper is to propose a complete framework for the development of a gamified learning application for digital logic gates that will improve student’s engagement. We first investigate the design, the principles, and parameters used to measure student engagement from a variety of related work and identify which design, principles and parameters that shall be applicable and significant in the development of a gamified learning application that will drive an engaged student. This framework shall provide the game developers a guide and shall help standardize the development process of a gamified learning approach in a digital logic subject area in the future.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.