2014 2nd International Conference on Technology, Informatics, Management, Engineering &Amp; Environment 2014
DOI: 10.1109/time-e.2014.7011583
|View full text |Cite
|
Sign up to set email alerts
|

Gamification framework model, based on social engagement in e-learning 2.0

Abstract: E-learning has been used to help students in learning. But nowadays the problem in e-learning is the student's motivation and engagement. A study about engagement in elearning said, students who rarely use e-learning get worse score than their friends who often use e-learning. A lot of methods have been used to motivate and improve student's engagement in using e-learning. One of the methods is by using social engagement in Web 2.0 technology, where students can be interactive with each other and participate i… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
27
0
1

Year Published

2015
2015
2023
2023

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 42 publications
(36 citation statements)
references
References 10 publications
0
27
0
1
Order By: Relevance
“…So, basically, it will adapt to the age and gender of the user. [10] 4. Defining Game Policies and Privacy In every game, there are regulations to protect the player and the owner of the game as well.…”
Section: Setting Gamification Techniquementioning
confidence: 99%
See 1 more Smart Citation
“…So, basically, it will adapt to the age and gender of the user. [10] 4. Defining Game Policies and Privacy In every game, there are regulations to protect the player and the owner of the game as well.…”
Section: Setting Gamification Techniquementioning
confidence: 99%
“…In our case, how much they learned in a period of time and what manners they have gained and applied after using this game. [10] 7. Defining and Reviewing Compliance with Game Strategy Use the Game Maturity Model as a platform to identify the position of human values in regard to Gamification and help the organization identify steps to proceed to the next maturity level.…”
Section: Feedback and Evaluationmentioning
confidence: 99%
“…Eğitimin oyunlaştırılması öğrenci başarısını (Ar, 2016;Buckley ve Doyle, 2014;Domínguez vd., 2013;Faghihi vd., 2014;Rouse, 2013;Sanmugam vd., 2016), derse yönelik tutumu (De-Marcos, Domínguez, Saenz-de-Navarrete ve Pagés, 2014;Harrold, 2015;Polat, 2014) ve motivasyonu (Bell, 2014;Measles ve Abu-Dawood, 2015;Rouse, 2013;Wongso, Rosmansyah ve Bandung, 2014) Bu araştırmanın, diğer bilim dallarında kullanılan bir araştırma yöntemini eğitim bilimlerine uyarlaması ve öğrencilerin algılarını temel alarak oyunlaştırma sürecindeki belirgin öğeleri belirlemesi bağlamında önemli ve özgün olduğu söylenebilir.…”
unclassified
“…Many countries have a long-term and successful experience of applying it in the educational process [7][8][9]. Some scientists focus on the questions related to creating models of e-learning courses [10].…”
Section: Methodsmentioning
confidence: 99%