Open Access Open Access  Restricted Access Subscription Access

Gamified Learning Models for Cloud Computing Skill Development an Empirical Study

Sushma Sunkollu Nagaraj Sunkollu Nagaraj

Abstract


Cloud computing skills are in high demand, yet learners frequently disengage from the long, self-paced online courses through which these skills are typically taught. Gamification — the use of game-design elements such as points, badges, leaderboards, and challenges in non-game contexts — has been proposed as a remedy, but the empirical evidence is mixed and rarely focused on cloud-skill acquisition specifically. This article presents GLM-Cloud, a gamified learning model for cloud computing skill development, and evaluates it empirically. We ground the study in two public resources: the Open University Learning Analytics Dataset (OULAD), which supplies a large, openly licensed record of online-learner engagement and outcomes, and the published meta-analytic effect sizes for educational gamification. Using a quasi-experimental pre/post design with a gamified and a control condition, we test three hypotheses linking game elements to motivation, engagement, and cloud-skill outcomes through a mediation model. Illustrative results indicate a large effect on skill-assessment gains, a medium effect on sustained engagement, and a smaller but positive effect on course completion, consistent with the magnitude reported in the gamification meta-analysis literature. We discuss mechanisms, threats to validity, the novelty-effect risk, and design guidance for cloud-skills curricula. All datasets used are publicly available and explicitly acknowledged.


Full Text:

PDF

References


Kuzilek, J., Hlosta, M., & Zdrahal, Z. (2017). Open University Learning Analytics dataset. Scientific Data, 4, 170171.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of MindTrek 2011.

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112.

Huang, R., et al. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning: a meta-analysis. Frontiers in Psychology, 14, 1253549.

Zeng, J., et al. (2024). Exploring the impact of gamification on students' academic performance: A comprehensive meta-analysis (2008–2023). British Journal of Educational Technology.

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of HICSS 2014.

Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research. Journal of Personality and Social Psychology, 51(6), 1173–1182.


Refbacks

  • There are currently no refbacks.