2016
DOI: 10.1007/978-3-319-39690-3_26
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The Gamification Model for E-Learning Participants Engagement

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Cited by 14 publications
(17 citation statements)
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“…Various models and frameworks for gamification have been introduced in past studies (e.g., Mora et al, 2015; Rutkauskiene et al, 2016). These have been extensive in explaining the level of learning amongst students while the learning outcomes for a lesson are fulfilled (Mora et al, 2015; Rutkauskiene et al, 2016). However, Mora et al (2015) classify previous gamification models and frameworks in terms of generic and business-specific ones.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Various models and frameworks for gamification have been introduced in past studies (e.g., Mora et al, 2015; Rutkauskiene et al, 2016). These have been extensive in explaining the level of learning amongst students while the learning outcomes for a lesson are fulfilled (Mora et al, 2015; Rutkauskiene et al, 2016). However, Mora et al (2015) classify previous gamification models and frameworks in terms of generic and business-specific ones.…”
Section: Resultsmentioning
confidence: 99%
“…From a psychological perspective, the review in Tables 3 and 4 highlights that users’ social constructs are considered by all the reviewed frameworks and models. Various authors stress that the psychological perspective must be present in the gamification design process (Mora et al, 2015; Rutkauskiene et al, 2016). Additionally, authors also promote the development of a complete and generic gamification framework from a new and unique perspective (not in the existing literature) so that it has the characteristics that enable it to be adopted in any environment (Mora et al, 2015; Rutkauskiene et al, 2016).…”
Section: Resultsmentioning
confidence: 99%
“…Although there are several models related to the use of gamification in education (Uhr et al, 2015;Rutkauskiene et al, 2016;Zaric et al, 2017), the game-based model presented in this contribution is based on the six areas of competence related to the Questionnaire for Learning Strategies. The six areas of competence are: managing processes and strategies for understanding and remembering; orientating and organizing in the study tasks; relating and collaborating with others; controlling and managing anxiety and emotions; perceiving competence and locus of control; controlling and protecting emotions.…”
Section: Objectives and Methodsmentioning
confidence: 99%
“…Table 1 provides additional information on differences between gamification and GBL from three different perspectives: challenge, content, and cost. Researchers have modeled gamification of learning in different context (e.g., in MOOCs [20] and in eLearning [21]). For our purpose, a model for virtual team collaborative learning (LIC) based on gamification of education, collaborative learning, virtual teams, and technology [22] is especially interesting.…”
Section: Games and Gamification In Educationmentioning
confidence: 99%