Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives
Abstract
:1. Introduction
1.1. Motivators and Obstacles of Gamification in Previous Studies
1.2. Statement of Problem and Rationale
1.3. Research Questions and Objective
- ▪
- How do faculty members describe the motivators that encourage them to employ gamification in electronic courses via Blackboard?
- ▪
- How do faculty members describe the obstacles they face in employing gamification in electronic courses via Blackboard?
2. Conceptual Framework
3. Methodology
3.1. Approach
3.2. Participants
3.3. Procedures
3.4. Data Analysis
3.5. The Study’s Ethical Issues
4. Results
4.1. How Do Faculty Members Describe the Motivators That Encourage Them to Employ Gamification in Electronic Courses via Blackboard?
4.1.1. Attracting Attention
“Gaming creates excitement and distances itself from the traditional stereotypes, boredom, and monotony of normal educational situations, as gamification helps to make the educational environment attractive and exciting through competitions that are implemented through gamification systems that make the elements of the educational environment rich in stimuli”(B1).
“Students often need this type of stimulus to add and add a kind of attractiveness. Students find themselves drawn to carry out educational tasks that are linked to the stimuli because they will receive various rewards in the form of points and badges”(M1).
“I always use gamification tools in learning systems to communicate and break the ice at the beginning of the meeting, and this helps me to continue greatly in implementing the educational goals. The rewards that are given to students make them more willing to communicate with me and initiate interaction”(A2).
4.1.2. Engaging in Learning
“The atmosphere is very positive because I keep all the students busy, and thus they are busy as if they were a beehive. At the same time, I prevent the student from being preoccupied with anything the second he gets distracted, and it does not distract his thinking or focus for me, especially in e-learning environments”(A4).
“The use of gamification helps to activate students during educational meetings and lessons, as the student’s activity makes him able to earn rewards that improve his position in the educational environment”(A3).
“Gaming helps greatly in that there is constant communication between the lecturer and the student, and this communication often makes the students immersed in the educational process and focused on tasks in order to maintain their position”(B2).
4.1.3. Motivation
“The most important characteristic of gamification is its use as a tool of evaluation, whether structural or formative evaluation within the lecture or final evaluation at the end of the lecture, and the use and evaluation using stimuli makes the evaluation process as a whole one of the basic elements of motivation to continue the learning process”(A6).
“The presence of digital stimuli helps to obtain feedback; it means in two directions, either for the student or for me as a professor, and the presence of gamification elements is considered the most important feedback tool that informs the student of his level of performance in the learning environment”(A5).
4.1.4. Entertainment
“The frankness of the special motives in it is the joy I feel from the students, as the students in general feel that the learning environment is enjoyable and contains motivational elements that encourage happiness”(B4).
“Surely the student will have a bank of words according to each game and its correct formation of sentences, and the student will benefit indirectly while he does not know”(A8).
“If I want to communicate a specific piece of information quickly, I feel that gamification shortens the distance and helps me very much because it delivers the information faster to the student because the students are more ready to receive the new information”(A7).
4.2. How Do Faculty Members Describe the Obstacles That They Face in Employing Gamification in Electronic Courses via Blackboard?
4.2.1. Time
“I think that it consumes a lot of time, which means it leads to an opposite result. Instead of what he used for his good performance in managing the class and presenting the lesson, it could have a negative impact, especially since some gamification elements are managed manually through the Blackboard system”(A5).
“Our curricula are very long and we are obliged to teach the entire course, and therefore I do not find the time to prepare lessons according to the incentives of digital games. We also have many administrative burdens that affect the amount of time available to employ gamification within electronic courses”(A2).
“Preparing competitions and motives is very tiring and takes time, as linking each educational task to gamification elements according to timetables consumes a lot of time”(A6).
4.2.2. Digital Skills
“Lack of experience among students. Everyone does not have the ability and skill to use technology during the educational process, and the more gamification processes increase, the more tools that students may not be technically familiar with”(A4).
“The other challenge is the absence of digital culture among some students. Some students do not have a culture of gamification in general. The culture of gamification improves students’ ability to participate in gamification-based courses”(B4).
4.2.3. Technical Issues
“Technical challenge, and I mean problems with communication and access to the Internet that affect access to the course in general and also affect the granting of rewards and incentives within the gamification system”(A1).
“In technical matters, for example, there is a problem with the laptop or the learning management system for the lecture, and problems with hardware and software can be considered one of the obstacles to not employing gamification within electronic courses”(A7).
“Sometimes problems occur that affect direct access to the Blackboard system through the main electronic portal of the university, which affects the use of the system, and the gamification tools it contains”(B1).
4.2.4. Lack of Resources
“The sites available for electronic games, which have high capabilities, are often with monthly subscriptions. They give you a short period of time and it is free, and then it is applied with monthly subscriptions, and this is considered an obstacle for us in our work”(B3).
“The student must have smart devices of any kind, a mobile tablet, and some students have someone to share the device with”(A8).
4.2.5. Contentment and Indifference
“There are some students who you may feel that they are missing or that they do not have a need, and this is the most possible thing that hinders the subject. Some students feel that we are playing games in the lecture, and many times I think that gamification is not useful to students and will not be a magic wand to improve students’ understanding”(A3).
“Also, some students leave because they are not convinced that this type of gamification-based activity is included in educational situations, which makes them indifferent to any activities that are presented in this context”(B2).
5. Discussion
5.1. Motivators for Employing Gamification in Electronic Courses via Blackboard
5.1.1. Attracting Attention
5.1.2. Engaging in Learning
5.1.3. Motivation
5.1.4. Entertainment
5.2. Obstacles to Employing Gamification in Electronic Courses via Blackboard
5.2.1. Time
5.2.2. Digital Skills
5.2.3. Technical Issues
5.2.4. Lack of Resources
5.2.5. Contentment and Indifference
6. Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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The Years of Employing Gamification | E-Course | Major | Age | Gender |
---|---|---|---|---|
5 years | Readings in education technology | Education technologies | 41 | Male |
4 years | Introduction to special education | Special education | 37 | Female |
8 years | Computer skills | Computer science | 49 | Male |
4 years | Training sessions | Algebra | 47 | Male |
3 years | Introduction to education technology | Education technologies | 40 | Male |
2 years | Knowledge management | Information management | 35 | Female |
4 years | English language | English language | 33 | Male |
4 years | Reading | English language | 32 | Male |
2 years | General biology | Microbiology | 37 | Male |
4 years | English language | English language | 34 | Male |
5 years | General chemistry | Analytical chemistry | 43 | Female |
3 years | Organizing information | Information management | 39 | Female |
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Alzahrani, F.K.; Alhalafawy, W.S. Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability 2023, 15, 4613. https://doi.org/10.3390/su15054613
Alzahrani FK, Alhalafawy WS. Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability. 2023; 15(5):4613. https://doi.org/10.3390/su15054613
Chicago/Turabian StyleAlzahrani, Fahd Kamis, and Waleed Salim Alhalafawy. 2023. "Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives" Sustainability 15, no. 5: 4613. https://doi.org/10.3390/su15054613
APA StyleAlzahrani, F. K., & Alhalafawy, W. S. (2023). Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability, 15(5), 4613. https://doi.org/10.3390/su15054613