Using Gamification to Design Learning Management System (LMS): A Systematic Literature Review

Authors

  • Mohd Zahrul Baharin Faculty of Education, Humanities & Social Science, University Poly-Tech Malaysia (UPTM), Jalan 6/91, Taman Shamelin Perkasa, 56100 Cheras, Kuala Lumpur, Malaysia
  • Johan @ Eddy Luaran Faculty of Education, Universiti Teknologi MARA (UiTM), 40450 Shah Alam, Selangor Darul Ehsan, Malaysia
  • Ani Mazlina Dewi Mohamed Faculty of Education, Universiti Teknologi MARA (UiTM), 40450 Shah Alam, Selangor Darul Ehsan, Malaysia
  • Hafizz Al-Amirrul Mohd Zainal Faculty of Computing & Multimedia, University Poly-Tech Malaysia (UPTM), Jalan 6/91, Taman Shamelin Perkasa, 56100 Cheras, Kuala Lumpur, Malaysia
  • Mohd Fitry Yahya Faculty of Computing & Multimedia, University Poly-Tech Malaysia (UPTM), Jalan 6/91, Taman Shamelin Perkasa, 56100 Cheras, Kuala Lumpur, Malaysia

DOI:

https://doi.org/10.37934/jarsbs.39.1.115133

Keywords:

Gamification, Learning Management Systems (LMS), student engagement, educational technology, systematic literature review

Abstract

This systematic literature review explores the integration of gamification elements in designing Learning Management System (LMS). Even though Learning Management Systems (LMS) are widespread in education, a lot of the systems have major design flaws involving student motivation that may impact adversely on academic outcomes. One potential solution that has been mentioned is the concept of Gamification — which refers to conveying game design elements, such as points scoring and competing with others, through non-game environments like education. The review aggregates findings from 36 studies collected between the years of 2019 to 2024 concerning how elements of gamification in LMS sparks student engagement, motivation and learning results. The study enforces PRISMA guidelines to ensure comprehensive coverage and ensuring individual empirical studies on gamification strategies with their alignment to theories of education. Furthermore, the study reviewed the most common gamification elements and suggested design elements in relation to gamification and its impact on language learning if implemented in the Learning Management System (LMS). The results suggest that points, levels, badges, and leaderboards are commonly used elements in gamifying lessons. The review also found that flexibility, scalability, mobile-readiness, user experience, collaborative aspects, as well as feedback and ethical implications are among top considerations of design elements to consider with respect to gamifying e-learning systems. However, while gamification might improve engagement, whether this will lead to better long-term learning outcomes has yet to be determined.

Author Biographies

Mohd Zahrul Baharin, Faculty of Education, Humanities & Social Science, University Poly-Tech Malaysia (UPTM), Jalan 6/91, Taman Shamelin Perkasa, 56100 Cheras, Kuala Lumpur, Malaysia

zahrulbaharin@uptm.edu.my

Johan @ Eddy Luaran, Faculty of Education, Universiti Teknologi MARA (UiTM), 40450 Shah Alam, Selangor Darul Ehsan, Malaysia

johaneddy@uitm.edu.my

Ani Mazlina Dewi Mohamed, Faculty of Education, Universiti Teknologi MARA (UiTM), 40450 Shah Alam, Selangor Darul Ehsan, Malaysia

anima107@uitm.edu.my

Hafizz Al-Amirrul Mohd Zainal, Faculty of Computing & Multimedia, University Poly-Tech Malaysia (UPTM), Jalan 6/91, Taman Shamelin Perkasa, 56100 Cheras, Kuala Lumpur, Malaysia

hafizz@uptm.edu.my

Mohd Fitry Yahya, Faculty of Computing & Multimedia, University Poly-Tech Malaysia (UPTM), Jalan 6/91, Taman Shamelin Perkasa, 56100 Cheras, Kuala Lumpur, Malaysia

fitry@uptm.edu.my

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Published

2025-08-25

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Articles