Enhancing Engagement in a Learning Management System through a Raffle Ticket System

Authors

DOI:

https://doi.org/10.20343/teachlearninqu.13.27

Keywords:

learning management system, gamification, incentivization, student engagement, asynchronous learning

Abstract

Learning management systems (LMS) are essential components of courses, yet student engagement on these platforms remains a significant challenge. Traditionally, grades have been used to incentivize student engagement, but this approach comes with drawbacks. In this paper, we explored an alternative form of incentivization, gamification, that has gained traction in higher education. We implemented a gamified raffle ticket system aimed at enhancing asynchronous engagement with our LMS, Microsoft Teams, in a third-year undergraduate elective health sciences course during the fall 2023 semester. We defined engagement as students’ voluntary participation and interaction in LMS-related activities. Students earned raffle tickets for various participatory activities using the LMS—including making a post, replying to a thread, and reacting to posts—which were later entered into a drawing for prizes. Student participation in these activities was tallied and used as quantitative data of engagement. We recorded engagement metrics for three different semesters of the same course: fall 2023 in which the raffle ticket system was implemented; and fall 2021 and fall 2022 before the implementation of the raffle ticket system. Results indicated a substantial increase in engagement metrics following the raffle ticket system’s introduction. Our findings suggest that the gamified raffle ticket system effectively incentivized student engagement, fostering a more interactive and supportive online learning community in the LMS. Thus, this paper offers a framework for educators who are looking to adopt a gamification strategy into their own courses to engage students to interact in an LMS.

Downloads

Download data is not yet available.

Author Biographies

Shahzeb Khan, McMaster University

Shahzeb Khan (CAN) is currently a first-year medical student at the University of Ottawa. He also holds a bachelor of health sciences degree from McMaster University.

Varshaa Srivel, McMaster University

Varshaa Srivel (CAN) is currently a fourth-year honours life sciences student at McMaster University. 

Michael Wong, McMaster University

Michael Wong (CAN) is an assistant professor in the department of psychiatry and behavioural neurosciences and an instructor in the honours health sciences (BHSc) program at McMaster University. 

References

Akpan, Ben. 2020. “Classical and Operant Conditioning—Ivan Pavlov; Burrhus Skinner.” In Science Education in Theory and Practice: An Introductory Guide to Learning Theory. Springer. DOI: https://doi.org/10.1007/978-3-030-43620-9_6

Allan, Bradley M., and Roland G. Fryer. 2011. “The Power and Pitfalls of Education Incentives.” In The Hamilton Project. https://www.brookings.edu/articles/the-power-and-pitfalls-of-education-incentives/.

Ashrafi, Amir, Ahad Zareravasan, Sogol Raviee Savoji, and Masoumeh Amani. 2022. “Exploring Factors Influencing Students’ Continuance Intention to Use the Learning Management System (LMS): A Multi-Perspective Framework.” Interactive Learning Environments 30 (8): 1475–97. https://doi.org/10.1080/10494820.2020.1734028. DOI: https://doi.org/10.1080/10494820.2020.1734028

Cain, Jeff, Melissa Medina, Frank Romanelli, and Adam Persky. 2022. “Deficiencies of Traditional Grading Systems and Recommendations for the Future.” American Journal of Pharmaceutical Education 86 (7): 908–15. https://doi.org/10.5688/ajpe8850. DOI: https://doi.org/10.5688/ajpe8850

Chamberlin, Kelsey, Maï Yasué, and I-Chant A. Chiang. 2023. “The Impact of Grades on Student Motivation.” Active Learning in Higher Education 24 (2): 109–24. https://doi.org/10.1177/1469787418819728. DOI: https://doi.org/10.1177/1469787418819728

Chen, Julian, and Tatiana Bogachenko. 2022. “Online Community Building in Distance Education.” Educational Technology & Society 25 (2): 62–75.

Deng, Liping, and Nicole Judith Tavares. 2013. “From Moodle to Facebook: Exploring Students’ Motivation and Experiences in Online Communities.” Computers & Education 68: 167–76. https://doi.org/10.1016/j.compedu.2013.04.028. DOI: https://doi.org/10.1016/j.compedu.2013.04.028

Dichev, Christo, and Darina Dicheva. 2017. “Gamifying Education: What Is Known, What Is Believed and What Remains Uncertain: A Critical Review.” International Journal of Educational Technology in Higher Education 14: 9. https://doi.org/10.1186/s41239-017-0042-5. DOI: https://doi.org/10.1186/s41239-017-0042-5

Dikkers, Amy Garrett, Aimee Whiteside, and Somer Lewis. 2012. “Get Present: Build Community and Connectedness Online.” Learning & Leading with Technology 40 (2): 22–5.

Doll, Christopher, T. F. McLaughlin, and Anjali Barretto. 2013. “The Token Economy: A Recent Review and Evaluation.” International Journal of Basic and Applied Science 2 (1): 131–49.

Garnett, Timna, and Didy Button. 2018. “The Use of Digital Badges by Undergraduate Nursing Students: A Three-Year Study.” Nurse Education in Practice 32: 1–8. DOI: https://doi.org/10.1016/j.nepr.2018.06.013

Garrison, D. Randy, Terry Anderson, and Walter Archer. 1999. “Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education.” The Internet and Higher Education 2 (2–3): 87–105. DOI: https://doi.org/10.1016/S1096-7516(00)00016-6

Glascott, Taylor, and Phillip J. Belfiore. 2019. “The Effects of Token Reinforcement, in the Form of a Lottery, on Noncompliance in an Urban Third Grade Classroom.” Psychology and Behavioral Science International Journal 13 (5): 555874. https://juniperpublishers.com/pbsij/pdf/PBSIJ.MS.ID.555874.pdf.

Gordon, Helen, Eleanor Stevenson, Ann Brookhart, and Marilyn H. Oermann. 2018. “Grade Incentive to Boost Course Evaluation Response Rates.” International Journal of Nursing Education Scholarship 15 (1): 20180031. https://doi.org/10.1515/ijnes-2018-0031. DOI: https://doi.org/10.1515/ijnes-2018-0031

Hakulinen, Lasse, and Tapio Auvinen. 2014. “The Effect of Gamification on Students with Different Achievement Goal Orientations.” International Conference on Teaching and Learning in Computing and Engineering: 9–16. https://doi.org/10.1109/LaTiCE.2014.10. DOI: https://doi.org/10.1109/LaTiCE.2014.10

Hamid, Suraya, Shahrul Nizam Ismail, Muzaffar Hamzah, and Asad W. Malik. 2022. “Developing Engagement in the Learning Management System Supported by Learning Analytics.” Computer Systems Science and Engineering 42 (1): 335–50. https://doi.org/10.32604/csse.2022.021927. DOI: https://doi.org/10.32604/csse.2022.021927

Hollister, Brooke, Praveen Nair, Sloan Hill-Lindsay, and Leanne Chukoskie. 2022. “Engagement in Online Learning: Student Attitudes and Behavior During COVID-19.” Frontiers in Education 7. https://doi.org/10.3389/feduc.2022.851019. DOI: https://doi.org/10.3389/feduc.2022.851019

Hu, Paul Jen-Hwa, and Wendy Hui. 2012. “Examining the Role of Learning Engagement in Technology-Mediated Learning and Its Effects on Learning Effectiveness and Satisfaction.” Decision Support Systems 53 (4): 782–92. https://doi.org/10.1016/j.dss.2012.05.014. DOI: https://doi.org/10.1016/j.dss.2012.05.014

Jones, Matthew, Jedediah E. Blanton, and Rachel E. Williams. 2023. “Science to Practice: Does Gamification Enhance Intrinsic Motivation?.” Active Learning in Higher Education 24 (3): 273–89. https://doi.org/10.1177/14697874211066882. DOI: https://doi.org/10.1177/14697874211066882

Kahu, Ella R., and Karen Nelson. 2018. “Student Engagement in the Educational Interface: Understanding the Mechanisms of Student Success.” Higher Education Research & Development 37 (1): 58–71. https://doi.org/10.1080/07294360.2017.1344197. DOI: https://doi.org/10.1080/07294360.2017.1344197

Krause, Markus, Marc Mogalle, Henning Pohl, and Joseph Jay Williams. 2015. “A Playful Game Changer: Fostering Student Retention in Online Education with Social Gamification.” Proceedings of the Second (2015) ACM Conference on Learning @ Scale: 95–102. https://doi.org/10.1145/2724660.2724665. DOI: https://doi.org/10.1145/2724660.2724665

Lee, Jung-Sook. 2014. “The Relationship between Student Engagement and Academic Performance: Is It a Myth or Reality?.” The Journal of Educational Research 107 (3): 177–85. https://doi.org/10.1080/00220671.2013.807491. DOI: https://doi.org/10.1080/00220671.2013.807491

Lei, Hao, Yunhuo Cui, and Wenye Zhou. 2018. “Relationships between Student Engagement and Academic Achievement: A Meta-Analysis.” Social Behavior and Personality: An International Journal 46 (3): 517–28. https://doi.org/10.2224/sbp.7054. DOI: https://doi.org/10.2224/sbp.7054

López, Florente, and Marina Menez. 2005. “Effects Of Reinforcement History On Response Rate And Response Pattern In Periodic Reinforcement.” Journal of the Experimental Analysis of Behavior 83 (3): 221–41. https://doi.org/10.1901/jeab.2005.49-04. DOI: https://doi.org/10.1901/jeab.2005.49-04

Luo, Zhanni. 2022. “Gamification for Educational Purposes: What Are the Factors Contributing to Varied Effectiveness?.” Education and Information Technologies 27: 891–915. DOI: https://doi.org/10.1007/s10639-021-10642-9

McKinnell, Jennifer, Andrea McLellan, Stash Nastos, Debbie Nifakis, Sean Park, Stacey Ritz, Margaret Secord, et al. 2005. “Skill Development with Students and Explicit Integration across Four Years of the Curriculum.” In The Alan Blizzard Award – The Award Winning Papers. McGraw-Hill Ryerson.

Mohamad, Siti Nurul Mahfuzah, Nur Syafiatun Safwana Sazali, and Mohd Azran Mohd Salleh. 2018. “Gamification Approach in Education to Increase Learning Engagement.” International Journal of Humanities, Arts and Social Sciences 4 (1): 22–32. https://doi.org/10.20469/ijhss.4.10003-1. DOI: https://doi.org/10.20469/ijhss.4.10003-1

O’Keeffe, Patrick. 2013. “A Sense of Belonging: Improving Student Retention.” College Student Journal 47 (4): 605–13.

Perets, Ethan A., Daniel Chabeda, Angela Z. Gong, Xin Huang, Tat Sang Fung, Ka Yi Ng, Meghan Bathgate, and Elsa C. Y. Yan. 2020. “Impact of the Emergency Transition to Remote Teaching on Student Engagement in a Non-STEM Undergraduate Chemistry Course in the Time of COVID-19.” Journal of Chemical Education 97 (9): 2439–47. https://doi.org/10.1021/acs.jchemed.0c00879. DOI: https://doi.org/10.1021/acs.jchemed.0c00879

Pew Research Center. 2017. “Younger Men Play Video Games, but so Do a Diverse Group of Other Americans.” Last modified September 11. https://www.pewresearch.org/short-reads/2017/09/11/younger-men-play-video-games-but-so-do-a-diverse-group-of-other-americans/.

Rafi, Aisha, Ambreen Ansar, and Muneeza Amir Sami. 2020. “The Implication of Positive Reinforcement Strategy in Dealing with Disruptive Behaviour in the Classroom: A Scoping Review.” Journal of Rawalpindi Medical College 24 (2): 173–79. https://doi.org/10.37939/jrmc.v24i2.1190. DOI: https://doi.org/10.37939/jrmc.v24i2.1190

Rasheed, Rasheed Abubakar, Amirrudin Kamsin, and Nor Aniza Abdullah. 2020. “Challenges in the Online Component of Blended Learning: A Systematic Review.” Computers & Education 144: 103701. https://doi.org/10.1016/j.compedu.2019.103701. DOI: https://doi.org/10.1016/j.compedu.2019.103701

Ratinho, Elias, and Cátia Martins. 2023. “The Role of Gamified Learning Strategies in Student’s Motivation in High School and Higher Education: A Systematic Review.” Heliyon 9: e19033. https://doi.org/10.1016/j.heliyon.2023.e19033. DOI: https://doi.org/10.1016/j.heliyon.2023.e19033

Rocca, Kelly A. 2010. “Student Participation in the College Classroom: An Extended Multidisciplinary Literature Review.” Communication Education 59 (2): 185–213. https://doi.org/10.1080/03634520903505936. DOI: https://doi.org/10.1080/03634520903505936

Ryan, Richard M., and Edward L. Deci. 2000. “Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being.” American Psychologist 55 (1): 68–78. https://doi.org/10.1037//0003-066x.55.1.68. DOI: https://doi.org/10.1037//0003-066X.55.1.68

Saber, Jane Lee. 2017. “Dojo Tokens: The Effects of a Token Economy on Undergraduate Student Behaviour and Performance.” Journal for Advancement of Marketing Education 25 (2): 1–13.

Sahni, Jolly. 2023. “Is Learning Analytics the Future of Online Education?: Assessing Student Engagement and Academic Performance in the Online Learning Environment.” International Journal of Emerging Technologies in Learning 18 (2): 33–49. DOI: https://doi.org/10.3991/ijet.v18i02.32167

Shields, Rebecca, and Ritesh Chugh. 2017. “Digital Badges–Rewards for Learning?.” Education and Information Technologies 22: 1817–24. DOI: https://doi.org/10.1007/s10639-016-9521-x

Sobaih, Abu Elnasr E., Amany E. Salem, Ahmed M. Hasanein, and Ahmed E. Abu Elnasr. 2021. “Responses to Covid-19 in Higher Education: Students’ Learning Experience using Microsoft Teams Versus Social Network Sites.” Sustainability 13(18): 10036. https://doi.org/10.3390/su131810036. DOI: https://doi.org/10.3390/su131810036

Sran, Sandeep K., and John C. Borrero. 2010. “Assessing the Value of Choice in a Token System.” Journal of Applied Behavior Analysis 43 (3): 553–57. DOI: https://doi.org/10.1901/jaba.2010.43-553

Suldo, Shannon M., Elizabeth Shaunessy, Amanda Thalji, Jessica Michalowski, and Emily Shaffer. 2009. “Sources of Stress for Students in High School College Preparatory and General Education Programs: Group Differences and Associations with Adjustment.” Adolescence 44 (176): 925–48.

Tachine, Amanda, Nolan Cabrera, and Eliza Yellow Bird. 2016. “Home Away From Home: Native American Students’ Sense of Belonging During Their First Year in College.” The Journal of Higher Education 88 (5): 785–807. https://doi.org/10.1080/00221546.2016.1257322. DOI: https://doi.org/10.1080/00221546.2016.1257322

Toda, Armando M., Pedro H. D. Valle, and Seiji Isotani. 2017. “The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education.” In Higher Education for All: From Challenges to Novel Technology-Enhanced Solutions. Springer International Publishing. DOI: https://doi.org/10.1007/978-3-319-97934-2_9

Turnbull, Darren, Ritesh Chugh, and Jo Luck. 2021. “Issues in Learning Management Systems Implementation: A Comparison of Research Perspectives between Australia and China.” Education and Information Technologies 26: 3789–3810. https://doi.org/10.1007/s10639-021-10431-4. DOI: https://doi.org/10.1007/s10639-021-10431-4

Tvarozek, Jozef, and Tomas Brza. 2014. “Engaging Students in Online Courses through Interactive Badges.” International Conference on E-Learning 14: 89–95. https://api.semanticscholar.org/CorpusID:362400.

Vaccaro, Annemarie, and Barbara M. Newman. 2016. “Development of a Sense of Belonging for Privileged and Minoritized Students: An Emergent Model.” Journal of College Student Development 57 (8): 925–42. https://doi.org/10.1353/csd.2016.0091. DOI: https://doi.org/10.1353/csd.2016.0091

van Gaalen, Anne E. J., Jasperina Brouwer, Johanna Schönrock-Adema, Tineke Bouwkamp-Timmer, A. Debbie C. Jaarsma, and Janniko R. Georgiadis. 2021. “Gamification of Health Professions Education: A Systematic Review.” Advances in Health Sciences Education 26: 683–711. https://doi.org/10.1007/s10459-020-10000-3. DOI: https://doi.org/10.1007/s10459-020-10000-3

Veluvali, Parimala, and Jayesh Surisetti. 2022. “Learning Management System for Greater Learner Engagement in Higher Education—A Review.” Higher Education for the Future 9 (1): 107–21. https://doi.org/10.1177/23476311211049855. DOI: https://doi.org/10.1177/23476311211049855

Weaver, Debbi, Christine Spratt, and Chenicheri Sid Nair. 2008. “Academic and Student Use of a Learning Management System: Implications for Quality.” Australasian Journal of Educational Technology 24 (1): 30–41. https://doi.org/10.14742/ajet.1228. DOI: https://doi.org/10.14742/ajet.1228

Wong, Michael. 2024. “Inclusion May Not Lead to Belonging: The Case for Student-Centered Classrooms.” College Teaching: 1–3. https://doi.org/10.1080/87567555.2024.2307884. DOI: https://doi.org/10.1080/87567555.2024.2307884

Wong, Michael, Avery P. Clavio, John T. Vu, Gian R. Agtarap, Betty Su, Shaaf Farooq, and Elizabeth C. Cates. 2024. “Facilitating Scientific Inquiry Skills through Fiction-Based Learning.” The Canadian Journal for the Scholarship of Teaching and Learning 15 (1). https://doi.org/10.5206/cjsotlrcacea.2024.1.15050. DOI: https://doi.org/10.5206/cjsotlrcacea.2024.1.15050

Wong, Michael, Ahmed Al-Arnawoot, and Katrina Hass. 2022. “Student Perception of a Visual Novel for Fostering Science Process Skills.” Teaching & Learning Inquiry 10. https://doi.org/10.20343/teachlearninqu.10.32. DOI: https://doi.org/10.20343/teachlearninqu.10.32

Wong, Michael, Shahad Al-Saqqar, Jennifer Nash, Ali Al-Humuzi, Mark Dottori, and Margaret Secord. 2024. “The Impact of Virtual or Blended Learning on Sense of Belonging in First-Year Undergraduate Health Sciences Students Enrolled in an Inquiry-Based Course.” Collected Essays on Learning and Teaching 15 (1). https://doi.org/10.22329/celt.v15i1.8105. DOI: https://doi.org/10.22329/celt.v15i1.8105

Wong, Zi Yang, and Gregory Arief D. Liem. 2022. “Student Engagement: Current State of the Construct, Conceptual Refinement, and Future Research Directions.” Educational Psychology Review 34: 107–38. DOI: https://doi.org/10.1007/s10648-021-09628-3

Yueh, Hsiu-Ping, and Shihkuan Hsu. 2008. “Designing a Learning Management System to Support Instruction.” Communications of the ACM 51 (4): 59–63. https://doi.org/10.1145/1330311.1330324. DOI: https://doi.org/10.1145/1330311.1330324

Zainuddin, Zamzami, Samuel Kai Wah Chu, Muhammad Shujahat, and Corinne Jacqueline Perera. 2020. “The Impact of Gamification on Learning and Instruction: A Systematic Review of Empirical Evidence.” Educational Research Review 30: 100326. https://doi.org/10.1016/j.edurev.2020.100326. DOI: https://doi.org/10.1016/j.edurev.2020.100326

Zhao, Zhuoyi. 2021. “Decipher the Effect of Gamification in Harnessing Boredom and Improving Performance.” Theses and Dissertations (Comprehensive): 2389.

A graphic with many blue tickets and one gray ticket.

Downloads

Published

2025-05-30

How to Cite

Khan, Shahzeb, Varshaa Srivel, and Michael Wong. 2025. “Enhancing Engagement in a Learning Management System through a Raffle Ticket System”. Teaching and Learning Inquiry 13 (May):1–18. https://doi.org/10.20343/teachlearninqu.13.27.