The Model for Introduction of Gamification into E-learning in Higher Education
By Marko Urh, Goran Vukovič, Eva Jereb, Rok Pintar. 2015
324 citations recorded by the source corpus.
Abstract The following paper presents the model for introduction of gamification into the field of e-learning in higher education. Concepts and differences between techniques and methods of game-mechanics and game dynamics are explained. With proper integration of gamification in the field of e-learning into higher education, a positive impact on the learning process can be achieved, such as higher satisfaction, motivation and greater engagement of students. The importance of clearly defined objectives, rules, techniques and mechanisms of gamification that affect the dynamics of the students is shown. The paper presents a comprehensive view of the gamification concept in higher education. The advantages and disadvantages of introducing gamification in e-learning are described. The paper combines the characteristics of gamification with e-learning and shows the possibilities of use in practical.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Information Systems
View Paper: https://www.semanticscholar.org/paper/8ed435d690ec4e50a788240587643c478d9873b9
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In Developmental and Educational Psychology
Citations in the corpus
- Gamification of e-learning in higher education: a systematic literature review (2023, background): “…detail, we noticed that most of the analyzed approaches (with a number of 9 out of a total of 17) are of the type of gamification elements guidance (Urh et al., 2015; Huang & Hew, 2018; Alsubhi & Sahari, 2020; Kamunya et al., 2020; Winanti et al., 2020; Alsubhi et al., 2021; Júnior & Farias, 2021;…”