Παιχνιδοποίηση στην ηλεκτρονική μάθηση : σχεδιασμός συστήματος παιχνιδοποίησης και εφαρμογή του στην ηλεκτρονική πλατφόρμα Moodle
Gamification in e learning : designing and implementing a gamified system in the Moodle learning platform

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Keywords
Παιχνιδοποίηση ; Πρωτοβάθμια εκπαίδευση ; Αγγλική γλώσσα ; Διαμορφωτική - τελική αξιολόγηση ; Θεωρία του αυτοπροσδιορισμού ; Moodle ; Gamification ; Primary education ; English language ; Formative - final assessment ; Self-Determination TheoryAbstract
The great appeal of computer games has prompted the use of several of its elements and design techniques, in various fields, in order to strengthen the commitment and motivation of human resources.
This new trend is called gamification and has produced very positive results in areas such as sales promotion, health services and histology.
The major challenges in the field of education, where the strengthening of students' motivation is one of the most important issues, led to the implementation of gamification in the educational process. The modern students’ contact with online applications, smart devices and computer games has led to them being called "digital natives" and simultaneously makes e-learning an innovative, extremely interesting and effective model of education.
Electronic platforms or else learning management systems are the basic technological infrastructure (software) for online and distance learning environments. Moodle is a very popular online platform, especially in adult education, which has a very active and dynamic community of users, with the help of which it is constantly being evolved and enriched. The tools it provides make it a very attractive option for the implementation of the gamification practice in education.
The implementation of gamification in education is a promising but at the same time new trend and therefore the need is created for more empirical research on its effects. The fruitless offering of rewards can have negative results and this makes the pedagogical support of gamification a necessity. The theory of Self-Determination is a theory of motivation that can play a catalytic role in the proper application of gamification in education.
This paper investigates the effects of gamification on motivation strengthening, on students in the last year (sixth grade) of primary school. Its implementation concerns the formative and final assessment of students in the English language course and is based on meeting the needs of pupils, as they are detailed in the Self-Determination Theory. For the technical support of gamification the Moodle platform was selected. The suitability of the parameterization of Moodle for the implementation of gamification and also its suitability for young students (11-12 years) are two more questions to consider in this particular research study.