2023
DOI: 10.1186/s40561-023-00227-z
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Gamification of e-learning in higher education: a systematic literature review

Abstract: In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate … Show more

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citations
Cited by 64 publications
(34 citation statements)
references
References 98 publications
(179 reference statements)
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“…Results show that games’ social elements, including emotional aspects like emotional sensitization and value appeals, can enhance active learning intentions (Riedmann et al, 2022). Gamified information systems serve as unique, learning-focused motivational tools that stimulate users’ social and spiritual needs, thus driving intrinsic motivation (Khaldi et al, 2023). However, not all game elements are beneficial.…”
Section: Discussionmentioning
confidence: 99%
“…Results show that games’ social elements, including emotional aspects like emotional sensitization and value appeals, can enhance active learning intentions (Riedmann et al, 2022). Gamified information systems serve as unique, learning-focused motivational tools that stimulate users’ social and spiritual needs, thus driving intrinsic motivation (Khaldi et al, 2023). However, not all game elements are beneficial.…”
Section: Discussionmentioning
confidence: 99%
“…This imperative analysis underscores the need for a nuanced understanding of the intricate interplay between technology, instructional design, and student engagement. [5]…”
Section: E-learningmentioning
confidence: 99%
“…Gamification is used in formal and informal e-learning [7]. E-learning platforms are used to deliver and learn in higher education [8]. Gamification can motivate and improve math learning [9].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…Khalil et al [13] emphasize that MOOC gamification research is still in its infancy. According to a systematic literature review [8], gamification in higher education reduces learner distraction and increases student engagement. Bigdeli (2023) reviews medical education gamification learning theories.…”
Section: Theoretical Foundations and Gamification Modelsmentioning
confidence: 99%