reviewSmart Learning EnvironmentsJan 31, 2023DIAMOND OA

Gamification of e-learning in higher education: a systematic literature review

École Nationale Supérieure d'Informatique

PubMed
Indexed incrossrefdoajpubmed

Abstract

In 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,…

Citation impact

337
total citations
FWCI
130.39
Percentile
100%
References
116
Citations per year

Authors

3

Topics & keywords

Keywords
  • Scopus
  • Context (archaeology)
  • Higher education
  • Computer science
  • Game design
  • E learning
  • Systematic review
  • Distraction
UN Sustainable Development Goals
  • Quality Education
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