2019 International Multi-Conference on Industrial Engineering and Modern Technologies (FarEastCon) 2019
DOI: 10.1109/fareastcon.2019.8934089
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Modeling Knowledge Assessment with Gamification Technology on E-Learning Platform

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Cited by 5 publications
(6 citation statements)
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“…The results made evident that there is a positive correlation between the use of gamification tools and the degree of users' engagement in an e-learning website. The majority of the e-Learning websites use gamification and engagement elements, which is in line with the tendency expressed by previous studies (Bouchrika et al, 2019;Doumanis et al, 2019;Garcia-Cabot et al, 2020;Karmanova et al, 2019;Ohn et al, 2020;Pesek et al, 2020;Staubitz et al, 2017). In addition, the elements that are more commonly used are also the most effective, according to the opinions of the experts.…”
Section: Discussionsupporting
confidence: 82%
See 1 more Smart Citation
“…The results made evident that there is a positive correlation between the use of gamification tools and the degree of users' engagement in an e-learning website. The majority of the e-Learning websites use gamification and engagement elements, which is in line with the tendency expressed by previous studies (Bouchrika et al, 2019;Doumanis et al, 2019;Garcia-Cabot et al, 2020;Karmanova et al, 2019;Ohn et al, 2020;Pesek et al, 2020;Staubitz et al, 2017). In addition, the elements that are more commonly used are also the most effective, according to the opinions of the experts.…”
Section: Discussionsupporting
confidence: 82%
“…The literature offers several examples of e-learning platforms that use gamification (Bouchrika et al, 2019;Garcia-Cabot et al, 2020;Karmanova et al, 2019;Ohn et al, 2020;Pesek et al, 2020;Staubitz et al, 2017). There are, equally, various reports of the use of gamification in e-Learning contexts, with varying degrees of effectiveness.…”
Section: E-learning and Gamificationmentioning
confidence: 99%
“…is model not only assumes grasping content knowledge but also uses the learned concepts in real life. In this way, students become responsible for their learning [12]. Learners apply their knowledge through discussions, projects, or presentations to extend students' knowledge beyond the classroom and relate to everyday lives.…”
Section: Triple E Modelmentioning
confidence: 99%
“…However, gamification features can be labor-intensive to integrate because they require design expertise and a thorough method for evaluating students' knowledge and abilities (Karmanova et al, 2019). Gamification in education goes beyond simply making studying enjoyable; it also involves encouraging peer-communication of students, which greatly enhances their development of social, cognitive, and academic skills.…”
Section: Gamification In Educationmentioning
confidence: 99%