2021
DOI: 10.3991/ijet.v16i04.15693
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A Conceptual Framework for Integrating Gamification in eLearning Systems Based on Instructional Design Model

Abstract: The current paper aims to introduce a proposed framework for gamification in the e-learning system at Saudi Arabia universities, by reviewing and analyzing the concept of gamification and its components, and types of players, as well as conditions for designing successful gamification, and the technical capabilities of Saudi Arabia universities, and also by reviewing and analyzing many designing models for gamification and e-learning systems that were introduced by the other researchers. Then incorporate all o… Show more

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Cited by 54 publications
(52 citation statements)
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“…However, other components related to this trend could also be investigated. Gamification, for example, relates to using game elements in non-game contexts [42] and could be used to enrich traditional education and training scenarios [43,44].…”
Section: Discussionmentioning
confidence: 99%
“…However, other components related to this trend could also be investigated. Gamification, for example, relates to using game elements in non-game contexts [42] and could be used to enrich traditional education and training scenarios [43,44].…”
Section: Discussionmentioning
confidence: 99%
“…It is one of the most important educational gamification issues that how to combine the education and the game in the activities. Many reports present which game elements are suitable for educational gamification to increase user engagement in gamebased learning activities, including points, level, badges, leader board, and timers [13,15]. An educational game authoring tools are required to associate game missions with learning objectives.…”
Section: Game Authoring Environmentmentioning
confidence: 99%
“…Therefore, developing useful digital learning games is worthy of investment. And, how to reduce the efforts of developing digital educational games is one of the important topics on game-based learning design [7,8,15].…”
Section: Introductionmentioning
confidence: 99%
“…These elements of gamification in learning more broadly, motivate studentdriven work along with communication and collaboration. The gamification features could encourage learners' performance and create measurable feedback [41]. There are various types of tools in educational technology that allow educators to have possibilities in using gamification with different target audiences and combining gamification with the appropriate learning approach or strategy for each audience.…”
Section: Social Networking Tools With Gamificationmentioning
confidence: 99%