IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v15y2023i5p4613-d1087888.html
   My bibliography  Save this article

Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives

Author

Listed:
  • Fahd Kamis Alzahrani

    (Department of Educational Technology, King Abdulaziz University, Jeddah 21859, Saudi Arabia)

  • Waleed Salim Alhalafawy

    (Department of Educational Technology, King Abdulaziz University, Jeddah 21859, Saudi Arabia
    Department of Educational Technology, Ain Shams University, Cairo 11566, Egypt)

Abstract

Gamification is one of the basic components that enhance the sustainability of learning management systems (LMSs) in improving learning outcomes and motivating learners to face challenges and continue effectively in implementing educational tasks. Some of the LMSs do not have an integrated structure for gamification, but there are some simple tools that can be relied upon in managing gamification processes, and among these is the Blackboard system. Blackboard is witnessing a high level of use in the educational process within King Abdulaziz University, as it has been the main e-learning system at the university since the COVID-19 pandemic. Accordingly, the present study was an attempt to identify the motivators and obstacles of employing gamification through the Blackboard system from the faculty members’ point of view. The study relied on the interpretive paradigm, where a phenomenological approach was used to find out the motivators that encourage 12 faculty members at King Abdulaziz University to use gamification via Blackboard, and to identify the obstacles that might dissuade them. The results of the study were as follows: the main motivators included attracting attention, engaging in learning, motivation, and entertainment, while the main obstacles included time, digital skills, technical issues, lack of resources, contentment, and indifference. The results of this study suggest that while there are motivators for faculty members to employ gamification in electronic courses, there are still the same number of obstacles facing staff members in employing gamification in digital learning environments.

Suggested Citation

  • Fahd Kamis Alzahrani & Waleed Salim Alhalafawy, 2023. "Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives," Sustainability, MDPI, vol. 15(5), pages 1-19, March.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:5:p:4613-:d:1087888
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/15/5/4613/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/15/5/4613/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. María Jesús Santos-Villalba & Juan José Leiva Olivencia & Magdalena Ramos Navas-Parejo & María Dolores Benítez-Márquez, 2020. "Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study," Sustainability, MDPI, vol. 12(20), pages 1-20, October.
    2. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
    3. Gonzalo Flores-Aguilar & María Prat-Grau & Jesús Fernández-Gavira & Antonio Muñoz-Llerena, 2023. "“I Learned More Because I Became More Involved”: Teacher’s and Students’ Voice on Gamification in Physical Education Teacher Education," IJERPH, MDPI, vol. 20(4), pages 1-17, February.
    4. Ahmed Hosny Saleh Metwally & Maiga Chang & Yining Wang & Ahmed Mohamed Fahmy Yousef, 2021. "Does Gamifying Homework Influence Performance and Perceived Gameful Experience?," Sustainability, MDPI, vol. 13(9), pages 1-18, April.
    5. Farhan Mohammed Alshammary & Waleed Salim Alhalafawy, 2023. "Digital Platforms and the Improvement of Learning Outcomes: Evidence Extracted from Meta-Analysis," Sustainability, MDPI, vol. 15(2), pages 1-21, January.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Mohammad H. Al-khresheh & Taha O. Alkursheh, 2024. "An integrated model exploring the relationship between self-efficacy, technology integration via Blackboard, English proficiency, and Saudi EFL students’ academic achievement," Palgrave Communications, Palgrave Macmillan, vol. 11(1), pages 1-12, December.
    2. Carlos J. Hellín & Francisco Calles-Esteban & Adrián Valledor & Josefa Gómez & Salvador Otón-Tortosa & Abdelhamid Tayebi, 2023. "Enhancing Student Motivation and Engagement through a Gamified Learning Environment," Sustainability, MDPI, vol. 15(19), pages 1-20, September.
    3. Sylvester Joseph & Amna Tahir & Farwa Bibi & Dr. Khalid Hamid & Muhammad Waseem Iqbal & Sadaquat Ali Ruk & Saleem Zubair Ahmad, 2024. "A Review Analysis on Using "AIED" to Improve Student Engagement in Hybrid Education," Bulletin of Business and Economics (BBE), Research Foundation for Humanity (RFH), vol. 13(2), pages 424-435.
    4. Noemí Rodríguez & Francisco Yebra & Aida Dopico & Eva Garcia-Vazquez & Eduardo Dopico, 2024. "Blue Gold , Game-Based Learning to Encourage Sustainable Consumption: The Case of Mobile Phones," Sustainability, MDPI, vol. 16(2), pages 1-12, January.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Renata Pereira Oliveira & Cristina Gomes de Souza & Augusto da Cunha Reis & Wallice Medeiros de Souza, 2021. "Gamification in E-Learning and Sustainability: A Theoretical Framework," Sustainability, MDPI, vol. 13(21), pages 1-20, October.
    2. María Fernández-Raga & Darija Aleksić & Aysun Kapucugil İkiz & Magdalena Markiewicz & Herbert Streit, 2023. "Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers," Sustainability, MDPI, vol. 15(4), pages 1-18, February.
    3. Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Online Flipped and Gamification Classroom: Risks and Opportunities for the Academic Achievement of Adult Sustainable Learning during COVID-19 Pandemic," Sustainability, MDPI, vol. 14(19), pages 1-21, September.
    4. Anna Muro & Iván Bonilla & Claudia Tejada-Gallardo & María Paola Jiménez-Villamizar & Ramon Cladellas & Antoni Sanz & Miquel Torregrossa, 2022. "The Third Half: A Pilot Study Using Evidence-Based Psychological Strategies to Promote Well-Being among Doctoral Students," IJERPH, MDPI, vol. 19(24), pages 1-16, December.
    5. Lui-Kwan Ng & Chung-Kwan Lo, 2022. "Flipped Classroom and Gamification Approach: Its Impact on Performance and Academic Commitment on Sustainable Learning in Education," Sustainability, MDPI, vol. 14(9), pages 1-23, April.
    6. Chi-Hua Wu & Yu-Lin Chao & Jia-Ting Xiong & Ding-Bang Luh, 2022. "Gamification of Culture: A Strategy for Cultural Preservation and Local Sustainable Development," Sustainability, MDPI, vol. 15(1), pages 1-19, December.
    7. Stéphanie Carlier & Dries Coppens & Femke De Backere & Filip De Turck, 2021. "Investigating the Influence of Personalised Gamification on Mobile Survey User Experience," Sustainability, MDPI, vol. 13(18), pages 1-17, September.
    8. Kristaps Lesinskis & Inese Mavlutova & Aivars Spilbergs & Janis Hermanis, 2023. "Digital Transformation in Entrepreneurship Education: The Use of a Digital Tool KABADA and Entrepreneurial Intention of Generation Z," Sustainability, MDPI, vol. 15(13), pages 1-20, June.
    9. Yawei Du & Qing Ye & Hongjiang Liu & Yuting Wu & Fenghua Wang, 2023. "Sustainable Assessment Tools for Higher Education Institutions: Developing Two-Hierarchy Tools for China," Sustainability, MDPI, vol. 15(15), pages 1-22, July.
    10. Antonio Torralba-Burrial & Eduardo Dopico, 2023. "Promoting the Sustainability of Artisanal Fishing through Environmental Education with Game-Based Learning," Sustainability, MDPI, vol. 15(17), pages 1-15, August.
    11. David Melero-Cañas & Vicente Morales-Baños & Daniel N. Ardoy & David Manzano-Sánchez & Alfonso Valero-Valenzuela, 2021. "Enhancements in Cognitive Performance and Academic Achievement in Adolescents through the Hybridization of an Instructional Model with Gamification in Physical Education," Sustainability, MDPI, vol. 13(11), pages 1-14, May.
    12. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
    13. Thomas Mason Lim & Melor Md Yunus, 2021. "Teachers’ Perception towards the Use of Quizizz in the Teaching and Learning of English: A Systematic Review," Sustainability, MDPI, vol. 13(11), pages 1-15, June.
    14. Ali Hassan Najmi & Waleed Salim Alhalafawy & Marwa Zaki Tawfiq Zaki, 2023. "Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction," Sustainability, MDPI, vol. 15(4), pages 1-22, February.
    15. Ana Manzano-León & José Manuel Aguilar-Parra & Javier Rodríguez-Moreno & Ana María Ortiz-Colón, 2022. "Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study," IJERPH, MDPI, vol. 19(13), pages 1-11, June.
    16. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
    17. Sungjin Park & Sangkyun Kim, 2023. "The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification," Sustainability, MDPI, vol. 15(8), pages 1-14, April.
    18. Mary Linet P. Magallanes & Alissa Gwyn A. Magadan & Johnre Matthew V. Absin & Vincent Gale R. Paña & Ismael B. Salarda & Charity Rose A. Pagara, 2024. "Enhancing Student Engagement through Gamification Strategies in Multi-Grade Classroom," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 8(8), pages 2387-2393, August.
    19. Agoritsa Makri & Dimitrios Vlachopoulos & Richard A. Martina, 2021. "Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review," Sustainability, MDPI, vol. 13(8), pages 1-29, April.
    20. Vacius Jusas & Dominykas Barisas & Mindaugas Jančiukas, 2022. "Game Elements towards More Sustainable Learning in Object-Oriented Programming Course," Sustainability, MDPI, vol. 14(4), pages 1-20, February.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:15:y:2023:i:5:p:4613-:d:1087888. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.