Abstract—This research aims to develop online teaching plan
through applying gamification. The results reveal learning
performance, motivation, and satisfaction of the undergraduate
towards the intervention. The sampling group is the
undergraduate enrolling in Digital Literacy course in the
second semester of the 2020 academic year of 154. The research
tools consist of online teaching plan incorporating gamification,
achievement test, motivation level evaluation form, and
satisfaction survey of the undergraduate with this teaching plan.
The results inform that the online teaching plan generates
performance according to the specified 80/80 criteria. The
learning performance of the undergraduate is significantly
higher than that before the implementation of the online
teaching plan incorporating gamification at .01. Learning
motivation of the undergraduate is significantly different with
the statistical level of .01. Also, the undergraduate is highly
satisfied with online teaching applying gamification.
Index Terms—Online teaching, gamification, undergraduate.
Jira Jitsupa, Mutita Takomsane, Sasanun Bunyawanich, and Nualsri Songsom are with Suan Dusit University, Bangkok, Thailand (e-mail: firstname.lastname@example.org, email@example.com, firstname.lastname@example.org, email@example.com).
Prachyanun Nilsook is with King Mongkut's University of Technology North Bangkok, Thailand (e-mail: firstname.lastname@example.org).
Cite: Jira Jitsupa, Mutita Takomsane, Sasanun Bunyawanich, Nualsri Songsom, and Prachyanun Nilsook, "Combining Online Learning with Gamification: An Exploration into Achievement, Motivation, and Satisfaction of the Undergraduate," International Journal of Information and Education Technology vol. 12, no. 7, pp. 643-649, 2022.Copyright © 2022 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).