Constraints in the Integration of Gamification in Learning Management Systems in Higher Education

Authors

DOI:

https://doi.org/10.70759/rtpawh95

Keywords:

Learning Management System, Constraints, Gamification, Higher Education, eLearning

Abstract

Rationale of StudyIntegrating gamification in Learning Management Systems (LMSs) in higher education is a complex undertaking often flawed by several constraints. This study focused on determining the constraints in integrating gamification technologies in LMSs.

MethodologyDescriptive survey research design and inferential and descriptive statistics were employed in data analysis. The census sampling technique was adopted because of the small population size of 81 respondents. Questionnaires integrated into a modular object-oriented dynamic learning environment were administered to 81 respondents for data collection. The secondary data was accessed and downloaded from the Dimensions research database, whose articles spanned from 2015 to 2024. VOSviewer and Bibliometrix packages in R, JASP, and SPSS software were used to analyse data, and the results were presented in tables, charts, and statistical narratives.

Findings The study confirmed constraints when integrating gamification elements in LMSs. For students' motivational learning experience, constraints are inexorable in integrating these innovative technologies that any higher education institution may not avoid. The study recommends that the university management support learners’ technical team and lecturers with the appropriate eLearning infrastructures, among other necessary resources, to proactively help the LMS stakeholders overcome any constraints that may arise in the integration of gamification in education. 

Implications This study is significant to institutional policymakers and eLearning instructional designers in meeting the fourth sustainable development goal that ensures inclusive and equitable quality education and promotes lifelong learning opportunities for everybody.

Originality - This paper contributes to the understanding of the various constraints facing the integration of gamification in the higher education through bibliometric analysis and experimental research design and consequently making its implementation successful.

Author Biographies

  • Ben Mariga Bogonko, Kisii University

    Ben Mariga Bogonko is an assistant lecturer at Kisii University, Kenya, in the Department of Computing Sciences, School of Information Science and Technology. He obtained his BSc. in Information Technology at Jomo Kenyatta University of Agriculture and Technology in 2014 and MSc. in Information Systems at Kisii University in 2019. He is currently pursuing his PhD in Information Systems at Kisii University. His research interests are Data Science, Gamification in Education, and Information Management Systems. His email is: bmariga@kisiiuniversity.ac.ke

  • Ronald Keng’ara Tombe, Kisii University

    Ronald Keng’ara Tombe, PhD, is a Lecturer at the Department of Computing Sciences, School of Information Science, Kisii University, Kenya. His educational journey includes a PhD in Computer Science from the University of KwaZulu-Natal, South Africa, an MSc in Software Engineering and a BSc in Information and Technology from the Jomo Kenyatta University of Agriculture and Technology, Kenya. Dr. Tombe's research interests include artificial intelligence, computer vision, machine learning, and human-centred interaction, focusing on their applications in developing Information Systems to advance human welfare. His email is: ronaldtombe@kisiiuniversity.ac.ke

  • Jane Cherono Maina, Kisii University

    Jane Cherono Maina, PhD, is the Dean of the School of Information Science and Technology and a Senior Lecturer at the Department of Communication, Library and Information Science, Kisii University. Her main research interests are in information ethics and information and knowledge management. She is also interested in AI ethics related to skill needs and Library and Information Science education. Dr. Maina holds a PhD and a master of Library and Information Science from Moi University, Kenya. Her email is: jmaina@kisiiuniversity.ac.ke

  • Benard Magara Maake, Kisii University

    Benard Magara Maake, PhD, is a distinguished lecturer at Kisii University. He holds a PhD in Computer Systems Engineering and serves within the School of Information Science and Technology, specifically in the Department of Computing Sciences. Dr. Maake’s expertise spans diverse areas, focusing on Information Systems, Artificial Intelligence, Machine Learning, and Recommender Systems. His contributions also extend to Information and Communication Technology for Development (ICT4D) and the intricacies of Knowledge Discovery and Databases. Dr. Maake brings his wealth of knowledge and research experience to foster the advancement of cutting-edge developments in the field. His email is: bmaake@kisiiuniversity.ac.ke

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Published

15-06-2025

Issue

Section

Research Articles

How to Cite

Constraints in the Integration of Gamification in Learning Management Systems in Higher Education. (2025). Regional Journal of Information and Knowledge Management, 10(1), 55-76. https://doi.org/10.70759/rtpawh95

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