2019
DOI: 10.14569/ijacsa.2019.0100926
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Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems

Abstract: This paper proposes a gamification design model that can be used to design and develop gamified e-learning systems. Furthermore, a controlled and carefully designed experimental evaluation in terms of learning effectiveness of gamification is offered. The experiment was conducted with 44 participants randomly assigned to an experimental 'gamified' condition and a controlled 'non-gamified' condition. In both conditions the same learning material, to teach computer security, were used. The main difference betwee… Show more

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Cited by 13 publications
(19 citation statements)
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References 14 publications
(21 reference statements)
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“…One recommendation was to identify the magnitude of the effect of individual gamification design techniques such as reinforcement, competition, progress tracking, social connectivity, and narrative separately in organizations (Lowensteyn et al, 2019). Similarly, Alshammari (2019) indicated the need to understand the unique combinations of various game elements and their effect on various psychological and cognitive factors. Several researchers have already planned to extend the scope of their studies to include the use of various game elements such as mission, avatar, profile, role, notification elements, and feedback (Calderón et al, 2018).…”
Section: Gamification For Hrd: Future Research Directionsmentioning
confidence: 99%
“…One recommendation was to identify the magnitude of the effect of individual gamification design techniques such as reinforcement, competition, progress tracking, social connectivity, and narrative separately in organizations (Lowensteyn et al, 2019). Similarly, Alshammari (2019) indicated the need to understand the unique combinations of various game elements and their effect on various psychological and cognitive factors. Several researchers have already planned to extend the scope of their studies to include the use of various game elements such as mission, avatar, profile, role, notification elements, and feedback (Calderón et al, 2018).…”
Section: Gamification For Hrd: Future Research Directionsmentioning
confidence: 99%
“…It is believed that identification and use of game elements in this process can boost learning in several segments, domains, and research areas [31]. The main elements identified in the systematic review are presented by steps to follow (Table 2) Step 1: User-centricity and personalized experiences…”
Section: The Main Elements Used To Stimulate the Learning Cyclementioning
confidence: 99%
“…Although it is recent, the concept of gamification is widely adopted by researchers from different domains and research areas [31] such as mathematics, computing, social sciences, engineering, health, environment, sustainability, and others [32][33][34][35]. In the educational field, the benefits of gamification have become more apparent due to the need to provide the student with a unique and unusual experience [36].…”
Section: Introductionmentioning
confidence: 99%
“…Game mechanics include challenges, opportunities, competitions, feedback, and rewards, while game components include achievements (results and progress bars or indicators), avatars, badges, leaderboards, levels, and point systems [44]. Game components aim to characterize, control, and preserve the gamification elements integrated into a system [45].…”
Section: Adolescent Motivation Enhancement Factorsmentioning
confidence: 99%