Abstract
AbstractIn recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate students’ involvement in the course. However, choosing the right combination of game elements remains a challenge for gamification designers and practitioners due to the lack of proven design approaches, and there is no one-size-fits-all approach that works regardless of the gamification context. Therefore, our study focused on providing a comprehensive overview of the current state of gamification in online learning in higher education that can serve as a resource for gamification practitioners when designing gamified systems. In this paper, we aimed to systematically explore the different game elements and gamification theory that have been used in empirical studies; establish different ways in which these game elements have been combined and provide a review of the state-of-the-art of approaches proposed in the literature for gamifying e-learning systems in higher education. A systematic search of databases was conducted to select articles related to gamification in digital higher education for this review, namely, Scopus and Google Scholar databases. We included studies that consider the definition of gamification as the application of game design elements in non-game activities, designed for online higher education. We excluded papers that use the term of gamification to refer to game-based learning, serious games, games, video games, and those that consider face-to-face learning environments. We found that PBL elements (points, badges, and leaderboards), levels, and feedback and are the most commonly used elements for gamifying e-learning systems in higher education. We also observed the increasing use of deeper elements like challenges and storytelling. Furthermore, we noticed that of 39 primary studies, only nine studies were underpinned by motivational theories, and only two other studies used theoretical gamification frameworks proposed in the literature to build their e-learning systems. Finally, our classification of gamification approaches reveals the trend towards customization and personalization in gamification and highlights the lack of studies on content gamification compared to structural gamification.
Publisher
Springer Science and Business Media LLC
Subject
Computer Science Applications,Education
Reference125 articles.
1. Adams, S. P., & Du Preez, R. (2021). Supporting student engagement through the gamification of learning activities: A design-based research approach. Technology, Knowledge and Learning, 27, 119–138.
2. Ahmed, H. D., & Asiksoy, G. (2021). The effects of gamified flipped learning method on student’s innovation skills, self-efficacy towards virtual physics lab course and perceptions. Sustainability (switzerland), 13(18), 10163.
3. Al Ghawail, E. A., Yahia, S. B., et al. (2021). Gamification model for developing E-learning in Libyan Higher Education. Smart education and e-learning 2021 (pp. 97–110). Springer.
4. Alcivar, I., & Abad, A. (2016). Design and evaluation of a gamified system for ERP training. Computers in Human Behavior, 58, 109–118.
5. Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131–150.
Cited by
79 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献