Abstract

The concept of implementing games or gamifification in education is becoming a growing area in the last decade and a blistering topic among researchers, professors and educational systems. Gaming in education aims to simplify and improve the learning process using technology. Nevertheless, accessibility and inclusion of gaming elements in the higher educational systems inside universities are considered yet. Most of the graduated students endure achieving the mandatory eLearning training to succeed in their integration inside companies. For example, engineers must follow some eLearning courses about Security, Ethics, Agility, Phishing Detection, General Data Protection Regulation...etc., which is tedious. Hence, our research seeks to ease and succeed the integration into companies by applying gamifification to these eLearning courses to engage and motivate students to master them before graduation. This paper discusses the use of games in education, then presents a literature review about learning theories, game theory and design, game development process and tools. By collecting hundreds of papers from multiple research databases, we conceived a journal classifification, a word frequency analysis using cloud visualization. Then a comparative study based on the topic’s occurrences in our corpus. Finally, a comparison of different conceptual models for gamifification of e-learning environments. These results offer an insightful introduction to the application of game elements in educational settings and the implementation of gamifification in e-learning courses.

Highlights

  • A massive amount of tools and technologies created this last decade to enhance the learning process and improve the educational systems

  • Corpus Presentation We extracted one hundred eighty-seven papers conducting researches on gamification and serious games application in education and training using ”Science Direct”, ”Springer Link”, ”Web of Science”, ”IEEE Xplore Digital Library”, and ”Scopus”

  • We note that the most frequent words in these papers of our corpus are: learning, games, gamification, educational, education, which reflects the focus of recent researches on this field of education and training using gamification and reveals the evident potential of this research (Figure 5)

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Summary

Introduction

A massive amount of tools and technologies created this last decade to enhance the learning process and improve the educational systems. Each interactive learning tool proved to be effective in reaching a specific result, especially games. Our research aims to enhance the employment of graduated laureates in the job sector using serious games. Gamification is very effective in our case when we want to engage the learners with the content, train their reflexes or virtually simulate situations that may be difficult or expensive to reproduce in real life. We review the recent literature in our last published paper [1] by adding more than one hundred research papers to our corpus from

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