2022
DOI: 10.17083/ijsg.v9i2.494
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Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study

Abstract: This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and practitioners on how gamification can be used in online and distance learning programs in higher education. More specifically, the study intended to seek the answers whether student participation in the online and distance learning programs can be increased by the use o… Show more

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Cited by 8 publications
(6 citation statements)
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“…In complex learning settings that take a lot of time to learn, like with enterprise systems end user trainings [120], it can be helpful for students to track their course progress in order to see how many they have already achieved [144,145]. Generally, the motivation needs to be kept up during the learning process [120,126,146]. Furthermore, the trainer might want to know the different levels of progress within the overall course to be able to provide certain hints and to emphasize some topics [147,148].…”
Section: Dp8mentioning
confidence: 99%
“…In complex learning settings that take a lot of time to learn, like with enterprise systems end user trainings [120], it can be helpful for students to track their course progress in order to see how many they have already achieved [144,145]. Generally, the motivation needs to be kept up during the learning process [120,126,146]. Furthermore, the trainer might want to know the different levels of progress within the overall course to be able to provide certain hints and to emphasize some topics [147,148].…”
Section: Dp8mentioning
confidence: 99%
“…Most of them are general-purpose examination management systems, and lack of management of the examination process. Even some commercial software, although with relatively complete functions, basically has common content and lacks personalized design [15][16].…”
Section: Development Status and Existing Problems Of Online Examinati...mentioning
confidence: 99%
“…Gamification exploits the most commonly appreciated advantages and aspects of games to keep students' participation, involvement, and motivation high in order to generate positive attitudes that can promote learning (Deterding et al, 2011). By combining different tools such as points, challenges, leaderboards, levels, and badges, it is possible to create multiple and different game systems (Sümer & Aydın, 2022). Storytelling represents another gamification strategy: telling a story, event, myth, legend or mission is one of the most used ways to involve the user (Chorianopoulos & Giannakos, 2014).…”
Section: Gamificationmentioning
confidence: 99%