Cargando…

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

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 ...

Descripción completa

Detalles Bibliográficos
Autores principales: Khaldi, Amina, Bouzidi, Rokia, Nader, Fahima
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Nature Singapore 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9887250/
http://dx.doi.org/10.1186/s40561-023-00227-z
_version_ 1784880299847450624
author Khaldi, Amina
Bouzidi, Rokia
Nader, Fahima
author_facet Khaldi, Amina
Bouzidi, Rokia
Nader, Fahima
author_sort Khaldi, Amina
collection PubMed
description 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, 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.
format Online
Article
Text
id pubmed-9887250
institution National Center for Biotechnology Information
language English
publishDate 2023
publisher Springer Nature Singapore
record_format MEDLINE/PubMed
spelling pubmed-98872502023-01-31 Gamification of e-learning in higher education: a systematic literature review Khaldi, Amina Bouzidi, Rokia Nader, Fahima Smart Learn. Environ. Review 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, 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. Springer Nature Singapore 2023-01-31 2023 /pmc/articles/PMC9887250/ http://dx.doi.org/10.1186/s40561-023-00227-z Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Review
Khaldi, Amina
Bouzidi, Rokia
Nader, Fahima
Gamification of e-learning in higher education: a systematic literature review
title Gamification of e-learning in higher education: a systematic literature review
title_full Gamification of e-learning in higher education: a systematic literature review
title_fullStr Gamification of e-learning in higher education: a systematic literature review
title_full_unstemmed Gamification of e-learning in higher education: a systematic literature review
title_short Gamification of e-learning in higher education: a systematic literature review
title_sort gamification of e-learning in higher education: a systematic literature review
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9887250/
http://dx.doi.org/10.1186/s40561-023-00227-z
work_keys_str_mv AT khaldiamina gamificationofelearninginhighereducationasystematicliteraturereview
AT bouzidirokia gamificationofelearninginhighereducationasystematicliteraturereview
AT naderfahima gamificationofelearninginhighereducationasystematicliteraturereview