2015
DOI: 10.3844/jcssp.2015.1108.1117
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Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems

Abstract: Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non-game systems. Its main objective is to increase user's motivation, experience and engagement. For the same reason, it has started to penetrate in e-learning systems. However, when using gamified design elements in e-learning, we must consider various types of learners. In the phases of analysis and design of such elements, the cooperation of education, technology, pedagogy, design and finance experts is required. This pa… Show more

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Cited by 91 publications
(58 citation statements)
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“…For instance, a blended study (classroom and online) conducted by [6] to evaluate the learning effect of gamification yielding positive www.ijacsa.thesai.org results. In [7], design phases were proposed to integrate gamification in e-learning systems supported with some results related mainly to learning outcomes. Gamified quizzes besides lectures were also offered in [8]; there were positive results in terms of perceived usefulness of gamification based on a survey.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…For instance, a blended study (classroom and online) conducted by [6] to evaluate the learning effect of gamification yielding positive www.ijacsa.thesai.org results. In [7], design phases were proposed to integrate gamification in e-learning systems supported with some results related mainly to learning outcomes. Gamified quizzes besides lectures were also offered in [8]; there were positive results in terms of perceived usefulness of gamification based on a survey.…”
Section: Related Workmentioning
confidence: 99%
“…It is important to highlight how gamification can be designed in e-learning systems before attempting to investigate their effect on learning [3], [7]. Therefore, a gamification design model is proposed and depicted in Fig.…”
Section: Gamification Design Modelmentioning
confidence: 99%
“…From this website we got a number of various Visual elements that are awarded for fulfilling tasks Recording a short clip of a live stream Broadcast via split screen of two or more users Collection of different things, e.g. awards or gifts Bought with real money or earned through tasks to buy gifts Earned through different tasks or site activities Changing features of the channel, profile website, or chat e.g., [39] e.g., [6] e.g., [6] e.g., [40] e.g., [41] e.g., [42] e.g., [43] Following Others…”
Section: Appropriate Slsssmentioning
confidence: 99%
“…Moreover, gamification is used for educational purpose. It can motivate students to learn and achieve better result in their studies by receiving more accurate feedback [102], [106,107]. Studies show that through 'gaming', users can be educated to become more efficient and productive.…”
Section: Gamification Impact In Health Carementioning
confidence: 99%