Gamification of e-learning in higher education: a systematic literature review
École Nationale Supérieure d'Informatique
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
- FWCI
- 130.39
- Percentile
- 100%
- References
- 116
Authors
3Topics & keywords
- Scopus
- Context (archaeology)
- Higher education
- Computer science
- Game design
- E learning
- Systematic review
- Distraction
- Quality Education