2016 8th International Symposium on Telecommunications (IST) 2016
DOI: 10.1109/istel.2016.7881899
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Personalization of gamification-elements in an e-learning environment based on learners' motivation

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Cited by 54 publications
(48 citation statements)
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“…Studies: Half of the reviewed papers present studies that rely on an adaptive gamification system in an educational setting [18,19,20,25,28,30,31,34,35,36]. These papers provide valuable results about the impact of adaptive gamification on learner motivation and performance.…”
Section: Architecturesmentioning
confidence: 99%
See 1 more Smart Citation
“…Studies: Half of the reviewed papers present studies that rely on an adaptive gamification system in an educational setting [18,19,20,25,28,30,31,34,35,36]. These papers provide valuable results about the impact of adaptive gamification on learner motivation and performance.…”
Section: Architecturesmentioning
confidence: 99%
“…Vocabulary: Regarding the second criterion, we observed that the papers reviewed have a general consensus about the vocabulary used to describe the gamification elements. Twelve of the papers reviewed [2,4,6,9,10,11,18,19,20,23,34,35] used the term "game element" to describe the low level implementations they use, such as points, levels, leaderboards, progress. Four papers from the same authors [25,28,29,30] use the term "game features" to present the same level of implementation.…”
Section: Architecturesmentioning
confidence: 99%
“…In addition, leaderboards have played an important role in increasing students' performance by allowing them to see the performance of their classmates and which, as a result, stimulate individuals to become more involved in the learning process . Many previous studies have also reported that using leaderboard as a gamification technique in the learning process would increase students' motivation (Kuo & Chuang, 2016;Roosta, Taghiyareh, & Mosharraf, 2016) by creating a social comparison among the learners which motivate them to increase their contribution rate . Students' engagement in the learning task can be also increased with leaderboards Kim et al, 2016) based on the sense of reputation a learner may attain when he/ she get a higher rank as compared with others (Aldemir, Celik, & Kaplan, 2018).…”
Section: Leaderboardsmentioning
confidence: 99%
“…In addition, other previous studies (e.g., Roosta et al, 2016) have indicated that using progress bar for gamifying a learning activity can improve the motivation and engagement of learners by allowing students to track their progress and identify the contribution of each member throughout the learning session. Feedback, as a gamification technique, has also been used by few scholars as an attempt to improve students' motivation, engagement, and performance in different leaning settings Roosta et al, 2016). This includes reminding students to contribute to the development of their own learning, as well as communicating the progress of their learning with other members.…”
Section: Other Techniquesmentioning
confidence: 99%
“…Nowadays research is done to find out the probable relations between gamification-elements and learners' motivation [45], [46].…”
Section: Adaptive E-learning and Gamification Techniquesmentioning
confidence: 99%