2019
DOI: 10.32015/jibm/2019-11-3-2
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The Current State of the Gamification in E-Learning

Abstract: The aim of this article is to present a systematic literature review of literature reviews (a meta-study) of gamification topics in e-learning with a purpose to present a high-level overview of the state of the development of the selected field. The systematic literature review of literature reviews (2010 - 2019) was performed. The academic papers (literature reviews) from several academic databases such as DOAJ, ScienceDirect, Google Sholar and WOS were examined and filtered for further study. The selec… Show more

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Cited by 6 publications
(5 citation statements)
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“…The trend of gamification mechanism usage in various contexts (sales, marketing, learning, human resource management) is increasing (Rozman & Donath, 2019). Gamification mechanisms and game elements are used in course design to build learner resilience and motivation.…”
Section: The Learning Environment 411 Conceptual Design Of the Learmentioning
confidence: 99%
“…The trend of gamification mechanism usage in various contexts (sales, marketing, learning, human resource management) is increasing (Rozman & Donath, 2019). Gamification mechanisms and game elements are used in course design to build learner resilience and motivation.…”
Section: The Learning Environment 411 Conceptual Design Of the Learmentioning
confidence: 99%
“…One of the ways of introducing digital elements into a non-digital learning environment to strengthen learning is through gamification. Gamification involves the application of game dynamics, psychology, and mechanics to non-game situations and applications, as explained by Rozman and Donath (2019). Incorporating game elements such as scores, badges, rankings, rewards, and levelling-up into non-game learning environments characterizes gamification.…”
Section: Introductionmentioning
confidence: 99%
“…The increased use of technology, including the internet, social media, mobile devices, cellphones, and other tools, has had an impact on higher education institutions' pedagogical procedures (Alzahrani & Alhalafawy, 2022). Gamification is the process of applying game dynamics, psychology, and mechanics to situations and applications that are not games (Rozman & Donath, 2019). Gamification uses behavioural economics, loyalty program design, and game design to create the ideal environment for behavior change and positive results (Rozman & Donath, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is the process of applying game dynamics, psychology, and mechanics to situations and applications that are not games (Rozman & Donath, 2019). Gamification uses behavioural economics, loyalty program design, and game design to create the ideal environment for behavior change and positive results (Rozman & Donath, 2019). E-learning and gamification can be successfully combined.…”
Section: Introductionmentioning
confidence: 99%
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