The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives
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Journal Issue
Volume 15 Issue 5 / Oct 2017  pp367‑466

Editor: Rikke Ørngreen, Karin Levinsen

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Editorial for EJEL Volume 15 Issue 5  pp367‑369

Karin Tweddell Levinsen, Rikke Ørngreen

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Open Teaching: a New Way on E‑learning?  pp370‑384

Andres Chiappe, Linda L. Lee

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Assessing the Utilization Level of E‑Learning Resources among ODL Based Pre‑Service Teacher Trainees  pp385‑395

Sunday O. Olaniran, M.A.N Duma, D.R. Nzima

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A Continuum of Teachers’ e‑Learning Practices  pp396‑409

Osman Sadeck, Johannes Cronjé

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Project Robot: A Software Simulation for Systems Engineering Education  pp410‑423

Ross D. Arnold, Jon P. Wade

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The Feasibility of E‑Learning Implementation in an Iranian University  pp424‑433

M.H.Mirzamohammadi

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Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives  pp434‑443

Antonio Sánchez-Mena, José Martí-Parreño

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Abstract

Gamification is the use of game design elements in non‑game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention‑motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. 

 

Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education.

 

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Western Cape Subject Advisors’ Perception of Their Preparedness for Connected Classrooms  pp444‑454

Agnes Chigona

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Better Learning of Chinese Idioms through Storytelling: Current Trend of Multimedia Storytelling  pp455‑466

Ee Hui Li, Soon Hin Hew

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