Abstract

The manuscript that we examined contains the introduction of gamification into e-learning lecture activities in universities. A literature study will explain conceptual differences between the techniques and methods of mechanics and game dynamics used by students. Gamification will be combined into e-learning at a university, and this has various benefits in the learning process, such as higher motivation, more fun learning, and active learning. This Paper shows the importance of gamification in learning, including in higher education. The manuscript that we created presents a different perspective on the concept of gamification in the University. The innovation in this paper describes incorporating characteristics of gamification and e-learning that can demonstrate the practical use of gamification in e-learning. The method used is a literature study. Further research expected that this framework can be applied in various universities.

Highlights

  • The widespread use of new technological advances, such as the Internet and mobile phones, affects educational procedures in universities

  • Due to education 4.0, students are better prepared to face challenges in this digital era[2]. They invite students to develop creativity that can pave the way for them in various developmental challenges. e-learning is an educational system that uses electronic media to support the development of learning using the Internet and other media

  • One of them is by applying the concept of gamification

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Summary

Introduction

The widespread use of new technological advances, such as the Internet and mobile phones, affects educational procedures in universities. Several factors cause the low efficiency, effectiveness, satisfaction, and motivation of students in e-learning systems, some of which are: projects that are not appropriately managed, neglecting the main stages of elearning development (analysis, planning, development, implementation, and evaluation), use of inappropriate motivational techniques, inadequate implementation of e-learning technically and technology, inappropriately selected members, existing data, wrong student characteristics, and wrong graphical interface[7]. E-learning is characterized as data and correspondence innovation applied to help understudies in further developing their learning frameworks. Since there are a few benefits of e-learning, like geographic reach, student control (as far as adaptability and comfort), and cost-viability in conveyance and the executives, instructive establishments and expert associations embrace e-learning programs by carrying out them on different innovation empowered stages. Examination of student engagement in learning in further education is centered around: student attributes, for example, learning ideas used to master; learning settings, such as demonstrating strategies; learning settings, for example, students' views on the nature of teaching and the amount of work; students' ways of coping with awareness, what they have done and why they are concentrating on the problem with a specific goal in mind; and the nature of the learning outcomes[15]

Gamification and e-learning
An important factor in e-learning
E-learning development in Universities
Findings
User experience section
Conclusion
Full Text
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