TY - JOUR AB - Purpose This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and motivation in learning.Design/methodology/approach To investigate student satisfaction and engagement with an e-learning course, here an Information Literacy Skills course, the authors collected data from 104 undergraduate students enrolled on the course in Thailand. In addition, the authors used student interaction data obtained from Moodle to examine whether there were any differences in the frequency of online interaction with the course between the students who performed at an above-average level and those who were below average.Findings The findings indicated that the students were highly satisfied with the gamification tools in Moodle and they were engaged in the gamified e-learning course. The authors found a significant difference in the frequency of online interaction with the course between the group who performed at an above-average level and the group who were below average.Practical implications The findings have important implications for the development of gamification in e-learning.Originality/value This paper fulfills an identified need to study how gamification idea can be implemented in e-learning. VL - 17 IS - 1 SN - 1741-5659 DO - 10.1108/ITSE-06-2019-0030 UR - https://doi.org/10.1108/ITSE-06-2019-0030 AU - Poondej Chanut AU - Lerdpornkulrat Thanita PY - 2019 Y1 - 2019/01/01 TI - Gamification in e-learning: A Moodle implementation and its effect on student engagement and performance T2 - Interactive Technology and Smart Education PB - Emerald Publishing Limited SP - 56 EP - 66 Y2 - 2024/04/24 ER -