2017
DOI: 10.1007/978-3-319-67597-8_25
|View full text |Cite
|
Sign up to set email alerts
|

The Model for Gamification of E-learning in Higher Education Based on Learning Styles

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
35
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
6
1
1

Relationship

0
8

Authors

Journals

citations
Cited by 22 publications
(38 citation statements)
references
References 7 publications
0
35
0
Order By: Relevance
“…The results highlighted that the students' personalities can be a predictor for their preferred learning styles. A different study by [26] revealed that certain gamification elements and learning activities have a positive impact on learners' motivation based on the Felder-Silverman Learning Style Model. By combining these various research, the proposed Hybrid Learning Model creates unique learning systems that best fit with the students' personalities, as shown in Table 1.…”
Section: The Hybrid Learning Modelmentioning
confidence: 99%
See 1 more Smart Citation
“…The results highlighted that the students' personalities can be a predictor for their preferred learning styles. A different study by [26] revealed that certain gamification elements and learning activities have a positive impact on learners' motivation based on the Felder-Silverman Learning Style Model. By combining these various research, the proposed Hybrid Learning Model creates unique learning systems that best fit with the students' personalities, as shown in Table 1.…”
Section: The Hybrid Learning Modelmentioning
confidence: 99%
“…At the end of the learning period of three days, the top three students with the highest points on the leaderboard are rewarded with gift cards. [25] and Zaric [26] Students who scored high in conscientiousness are sensing and intuitive learners. They learn information in a systematic and organized way and prefer concrete and practical procedures.…”
Section: The Hybrid Learning Modelmentioning
confidence: 99%
“…The use of gamification in e-learning also has a connection between learners' learning style, achievements, and behaviors (Zaric, Scepanovic, Vujicic, Ljucovic & Davcev;2017).…”
Section: Gamification and Sustainability In Recent Yearsmentioning
confidence: 99%
“…In other words, they are cognitive instruments designed to encourage students to learn more independently and actively (Amriani, Aji, Utomo & Junus 2013). According to Urh et al (2015), higher education institutions seek to "achieve the goals and effects, such as high degree of satisfaction, motivation, effectiveness and efficiency of students" (p 389) by means of e-learning systems. In addition, e-learning tools aim to support the contact between students and teachers, reciprocity and cooperation between students, communication between all participants as well as the possibility to learn from each other (Shea, Picett & Pelz 2003).…”
Section: E-learning Systems and Gamificationmentioning
confidence: 99%
“…The primary objective when relating gamification with online learning is to enhance the engagement and motivation of learners by using gaming techniques. It is sought to trigger a more engaging and efficient learning behaviour (Muntean 2011) and balance both, e-learning and gamification, to provide the optimal requirement for the so-called state of flow (Urh et al 2015). The state of flow is characterized by an optimal experience where the learner entirely focuses on the activity at hand.…”
Section: E-learning Systems and Gamificationmentioning
confidence: 99%