Figure 4 The AWL Game homepage CONCLUSIONS Figure 5 Experience points
rather than peripheral. There may be future motivational benefit if participants are grouped according to their daily class and tutor, which was impossible in this project.
This paper has described a project that developed an online activity for gamifying the process of learning the AWL among students at a Sino-British university in Suzhou, China, using a Moodle plug-in named Level Up! The paper has described the development of the project and presented findings that may inform future research. These include the benefits of Level Up! for students and educators, but also the significant practical difficulties involved in its usage and some general limitations of Moodle as a platform for gamification. It is possible that, owing to the wide range of available smartphone applications and other learning technologies, Moodle users may find their expectations regarding enjoyability are better met elsewhere. Therefore, to satisfy learner expectations and obtain practical benefits, institutions and Moodle practitioners may wish to consider further investment and development.