Research into effective gamification features to inform e-learning design

被引:13
|
作者
Doney, Indrel
机构
关键词
game-based learning; gamification; serious games; e-learning; e-learning heuristics; COMPUTER-BASED GAME; SIMULATION GAMES; HIGHER-EDUCATION; MOTIVATION; IMPACT; TEACH; EXPERIENCES; ATTRIBUTES; FRAMEWORK; STRATEGY;
D O I
10.25304/rlt.v27.2093
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Game-based learning is one of the main trends currently in e-learning, and while opinion is still divided on its merits a number of studies have been published that highlight its benefits in enhancing learning and increasing motivation. This paper aims to analyse existing research to identify some of the key approaches and pedagogical factors that make learning through games effective and engaging (considering adult learners in particular), with the purpose of creating a list of features that can be used to inform the inclusion of gamification elements into e-learning activities. Forty-one case studies of serious games, game-based learning and gamification in learning from the last 10 years were reviewed in order to identify the elements that contributed to their success. From this analysis a list of suggested features was produced that may be of use to those wishing to embed gamification elements when designing e-learning activities.
引用
收藏
页数:17
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