The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives
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Journal Issue
Volume 4 Issue 1 / Mar 2006  pp1‑111

Editor: Shirley Williams

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Customer‑Driven Development for Rapid Production of Assessment Learning Objects  pp1‑6

Andrew Adams, Shirley Williams

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MyGfL: A Lifelong Learning Platform for Malaysian Society  pp7‑14

Zailan Arabee Abdul Salam, Azmi Mansur

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Providing Fine‑grained Feedback Within an On‑line Learning System — Identifying the Workers from the Lurkers and the Shirkers  pp15‑26

Colin Egan, Amanda Jefferies, Jason Johal

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Delivering What Students say They Want On‑Line: Towards Academic Participation in the Enfranchisement of e‑Learners?  pp27‑34

Richard Hall

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Outline and Evaluation of a Joint European and Canadian Virtual Mobility: e‑Learning Project  pp35‑42

Alan Hilliard

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Collaborative On‑Line Teaching: The Inevitable Path to Deep Learning and Knowledge Sharing?  pp43‑50

Karin Tweddell Levinsen

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Implementing Courseware to Support Learning Through Real‑World Erroneous Examples: Students' Perceptions of Tertiary Courseware and Obstacles to Implementing Effective Delivery Through VLE  pp51‑59

Rachada Monthienvichienchai, Erica Melis

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Topic Maps e‑Learning Portal Development  pp60‑67

Kamila Olsevicova

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Encouraging Student Participation in an On‑line Course Using 'Pull' Initiatives Paul  pp68‑79

Peachey Paul

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This paper presents an empirical study involving initiatives that encouraged students to log onto online courses in entrepreneurship delivered by the University of Glamorgan. The aim of the research was to explore items of interest to the online students that may increase participation in the forums and hence potentially enhanced engagement with the course module. The online tutor created additional forums within the discussion board of the virtual learning environment (VLE) that included a variety of online games and quizzes that were relative to the module topic. The rationale that underpinned this initiative was to reduce the possible blandness of the VLE as perceived by some students. The games and quizzes were carefully designed to enhance knowledge in the subject and thereby provided additional learning opportunities. The initiative was also thought to assist in the formation of an online learning community. The study involved experimentation by the online tutor with subsequent observation of the behavioural patterns of the students. In one module, the dedicated social and games forums attracted 54% of the total postings for the module. The findings suggest that including online quizzes and games that are relevant to the taught subject can increase the participation levels of the students and possibly enhance the learning process. The findings of this study may inform the design, development and delivery of online learning programmes. The findings also inform strategies of good practice in online moderation and may help to reduce withdrawal rates, which are typically high in the field of e‑ learning (Potashnik and Capper, 1998). 


Keywords: Virtual learning environment, Fun, Discussion forum, Participation, Games


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Providing 'Quality Care' to International Students Through On‑line Communication  pp80‑87

Chris Perry

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Using Software Testing Techniques for Efficient Handling of Programming Exercises in an e‑Learning Platform  pp88‑95

Joachim Schwieren, Gottfried Vossen, Peter Westerkamp

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ICT and Schools: Identification of Factors Influencing the use of new Media in Vocational Training Schools  pp96‑103

Alexandra Totter, Daniela Stütz, Gudela Grote

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Using an Online Games‑Based Learning Approach to Teach Database Design Concepts  pp104‑111

Thomas M Connolly, Mark Stansfield, Evelyn McLellan

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