Abstract

Current technological advancements urge institutions to generate graduates capable of contributing to the industrial world. Information Systems is one of the scientific subjects whose graduates play a significant part in the advancement of modern technology. As a result, lecturers in Information Systems education, particularly at the undergraduate level, must be able to retain and even improve students' interest in studying this field. Gamification is one method that can be used to accomplish this purpose. The goal of this study is to identify factors that determine the successful implementation of gamification for learning, particularly in the context of Information Systems Education at the undergraduate level. This study's methodology is based on a systematic literature review technique from previous studies. Motivation, engagement, perceived utility, game design, and student perspective were identified as elements influencing the effective use of gamification for learning, particularly in the field of Information Systems education.

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.