Evaluating the Usability of Gamification Features in Learning Management Systems
2025 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE credits
Student thesis
Abstract [en]
This study investigated the usability of gamification features in Learning Management Systems (LMS), focusing on the Canvas platform. A mixed-methods approach was adopted, beginning with a literature review and followed by usability testing with 24 university students using Figma-based prototypes, one standard and one with gamification elements, as the study followed a between-subjects design. Quantitative data were collected through the System Usability Scale (SUS) scores, while qualitative insights were obtained via semi-structured interviews. The findings reveal that the gamified prototype achieved significantly higher SUS scores (M = 94.38) compared to the standard version (M = 71.67). The independent-sample t-test confirmed this difference to be statistically significant (p = 0.004), indicating that the gamified prototype was perceived as significantly more usable. Participants reported increased motivation, engagement, and emotional connection to features such as streaks, progress bars, and badges through the semi-structured interviews, although some noted potential stress from competitive elements. The study concludes that thoughtfully implemented gamification can enhance both usability and user satisfaction in LMS environments, offering practical insights for user-centered educational design.
Place, publisher, year, edition, pages
2025. , p. 35
Keywords [en]
Gamification, Usability, Learning Management System, Canvas, User Experience, System Usability Scale, Mixed Methods, UX Design.
National Category
Human Computer Interaction Computer Sciences
Identifiers
URN: urn:nbn:se:hj:diva-68091OAI: oai:DiVA.org:hj-68091DiVA, id: diva2:1964047
Supervisors
Examiners
2025-06-102025-06-042025-06-10Bibliographically approved