2023
DOI: 10.1186/s40561-023-00227-z
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Gamification of e-learning in higher education: a systematic literature review

Abstract: In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate … Show more

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Cited by 119 publications
(65 citation statements)
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References 98 publications
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“…Results show that games’ social elements, including emotional aspects like emotional sensitization and value appeals, can enhance active learning intentions (Riedmann et al, 2022). Gamified information systems serve as unique, learning-focused motivational tools that stimulate users’ social and spiritual needs, thus driving intrinsic motivation (Khaldi et al, 2023). However, not all game elements are beneficial.…”
Section: Discussionmentioning
confidence: 99%
“…Results show that games’ social elements, including emotional aspects like emotional sensitization and value appeals, can enhance active learning intentions (Riedmann et al, 2022). Gamified information systems serve as unique, learning-focused motivational tools that stimulate users’ social and spiritual needs, thus driving intrinsic motivation (Khaldi et al, 2023). However, not all game elements are beneficial.…”
Section: Discussionmentioning
confidence: 99%
“…Tuy nhiên, các nghiên cứu đề cập những hạn chế của hình thức trò chơi hóa đang được áp dụng. Nghiên cứu [10] chỉ ra các ứng dụng trò chơi hóa vẫn còn thiếu nhiều yếu tố của trò chơi như hệ thống điểm, huy hiệu, cấp, phản hồi khi tương tác với trò chơi. Nghiên cứu lập luận khía cạnh nghiên cứu trò chơi hóa trong giảng dạy vẫn còn mới và chưa được nghiên cứu hoàn thiện.…”
Section: Phương Pháp Luậnunclassified
“…Gamification is used in formal and informal e-learning [7]. E-learning platforms are used to deliver and learn in higher education [8]. Gamification can motivate and improve math learning [9].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…Khalil et al [13] emphasize that MOOC gamification research is still in its infancy. According to a systematic literature review [8], gamification in higher education reduces learner distraction and increases student engagement. Bigdeli (2023) reviews medical education gamification learning theories.…”
Section: Theoretical Foundations and Gamification Modelsmentioning
confidence: 99%