2019 IST-Africa Week Conference (IST-Africa) 2019
DOI: 10.23919/istafrica.2019.8764879
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A Gamification Model For E-Learning Platforms

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Cited by 18 publications
(11 citation statements)
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“…A social game and contact with other participants are also incorporated through gamification. People naturally react in social ways when they experience the social presence and have feelings such as empathy or frustration, or obey social rules such as taking turns [41,62,63,80].…”
Section: Resultsmentioning
confidence: 99%
“…A social game and contact with other participants are also incorporated through gamification. People naturally react in social ways when they experience the social presence and have feelings such as empathy or frustration, or obey social rules such as taking turns [41,62,63,80].…”
Section: Resultsmentioning
confidence: 99%
“…Recognizing that non-IT professionals constitute a significant portion of the user base exposed to cybersecurity threats, the scarcity of tailored empirical research for this demographic hampers the development of targeted and effective gamification strategies. [58] argued against assuming homogeneous characteristics among learners and highlighted the importance of considering individual needs. Thus, personalized training is advantageous, considering the diverse preferences, styles, and abilities of learners [59].…”
Section: Empirical Gaps and Trends In Gamified Cybersecurity Awarenessmentioning
confidence: 99%
“…The dynamic adaptation in this study is in accordance with the correlation using matrix factorization algorithm method [46]. This correlation is based on subset elements of the player type and game element.…”
Section: The Dynamic Adaptationmentioning
confidence: 99%