Enhancing Virtual Learning Environments: A Strategic Approach to Gamifying Learning Management Systems for Increased Engagement and Competency
Keywords:
Learning Management System, Student Engagement, Student Competency, GamifyingAbstract
Purpose: This study aims to assess the effects of incorporating gamification into learning management systems (LMS) on students' levels of expectancy and engagement. Data was collected from students at universities in Iraq. Design/Methodology/ Approach: Analysed using JASP software version 0.19.0.0, a sample of 561 respondents was examined to determine the findings of Pearson's correlations and regression analysis. Findings: The study discovered that incorporating game elements into the LMS has a noteworthy impact on student engagement and competency. The study suggests using LMS gamification in the educational setting to impact student behavior. Research Limitations/Implications: The research has important implications for incorporating gamification of learning management systems into university practices in order to actively engage students in their learning. Additionally, enhancing the students' skills is beneficial. By incorporating gamification elements, it is important to ensure that the students are actively involved and interested in the learning management system. It would be beneficial to foster students' enthusiasm for their educational progress. Originality/Value: This is a groundbreaking study that utilizes the JASP statistical analysis tool for data analysis. Furthermore, prior research has not extensively examined the relationships in question, making this study of great importance. In addition, this study addressed the gaps in existing research by exploring the application of gamification in educational settings within the context of a learning management system.