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Title:      SYSTEMATIC LITERATURE REVIEW OF THE EFFORT OF GAMING ELEMENTS ON E-LEARNING PLATFORMS
Author(s):      Tobias Harald Popp and Heidi Schuhbauer
ISBN:      978-989-8704-52-8
Editors:      Demetrios G. Sampson, Dirk Ifenthaler and Pedro IsaĆ­as
Year:      2023
Edition:      Single
Keywords:      Badge, E-Learning Platform, Gamification, Leaderboard, Level up System
Type:      Full
First Page:      305
Last Page:      312
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Gamification is the use of game elements in a non-game context to encourage desired behaviours (Detering 2011a). It has been identified as a promising technique for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning effort without focusing directly on gamification elements, a research gap was identified. Based on the studies analysed, the most commonly used gamification elements in the literature were identified and examined to determine whether there are any significant results in terms of motivational changes. Three areas of research questions were formulated for this meta-analysis: Which gamification elements should be used to increase learning motivation in asynchronous e-learning? Which success factors should be considered to increase the motivation of the learners by using gamification elements? Is there a specific selection of gamification elements that significantly increase motivation in asynchronous e-learning? The literature search process consisted of a manual search for research articles in electronic libraries with a pre-defined search string. Afterwards, the studies were examined to determine their relevance based on defined inclusion and exclusion criteria. The next step was title and abstract screening followed by a full-text screening. A complementary search of the included literature was then conducted using snowballing techniques. Finally, the most relevant literature was reviewed using quality assessment. The most promising gamification elements are badges, leaderboards, level up systems and progress bars. The combination of elements increases users' motivation significantly, especially the combination of badges with leaderboards or level up systems. These insights contribute to the design of e-learning platforms.
   

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