Gamification Applications in E-learning: A Literature Review

Author:

Saleem Awaz Naaman,Noori Narmin Mohammed,Ozdamli Fezile

Publisher

Springer Science and Business Media LLC

Subject

Computer Science Applications,Human-Computer Interaction,Education,Mathematics (miscellaneous)

Reference81 articles.

1. Agrawal AK, Mittal GK (2018) The role of ICT in higher education for the 21st century ICT as a change agent for education. Multidisciplinary Higher Education, Research, Dynamics & Concepts Opportunities & Challenges for Sustainable Development (ISBN 978-93-87662-12-4), 1(1):76–83‏

2. Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs game-based learning comparative study. International Journal of Innovation, Management, and Technology, 7(4), 132–136. https://doi.org/10.18178/ijimt.2016.7.4.659.

3. Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001.

4. Aloia, L., & Vaporciyan, A. A. (2019). E-learning trends and how to apply them to thoracic surgery education. Thoracic surgery clinics, 29(3), 285–290.

5. Arnold, B. J. (2014). Gamification in education. Proceedings of the American Society of Business and Behavioral Sciences, 21(1), 32–39.

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