Abstract

Providing an engaging yet meaningful learning experience for higher education students can be proven challenging. Teachers constantly try to find ways to strengthen the students' cognitive, emotional and behavioral engagement but often encounter administrative, pedagogical and technical challenges. Recently, in their effort to engage students in the learning process, higher education teachers are experimenting with the concept of gamification and the use of game elements into courses and classrooms. Nevertheless, gamification most of the times requires a system or platform in order to be successful. This paper provides a thorough review of current gamification platforms that can be utilized in a higher education setting and discusses challenges and opportunities experienced by both teachers and students while using them. Five popular gamification platforms are critically evaluated in order to assist teachers in choosing the right platform for their needs. For each platform, we present the supported gamification elements in terms of Dynamics, Mechanics and Components and we evaluate the type of gamification offered (reward-based or meaningful). Finally, we provide easy-to-interpret comparison tables with the characteristics of each platform.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.