Abstract
This paper describes the results of first phase of our original research about implementing gamification in the university e-courses based on the learning styles. Main research aims were to conduct comprehensive review of literature and current practice in implementation of gamification concept in higher education and to identify game elements that can make a positive impact on a specific learning style (LS). Result of first research phase is conceptual model for including game elements in e-learning courses in higher education based on Felder-Silverman Learning Style Model (FSLSM). The implementation and evaluation of the proposed model is planned as a future work. Our model presents extension of FSLSM model providing not only information about the learning styles, but also about their semantic groups in game-based learning contexts. The proposed model can be used as theoretical framework for further research on relationships between student’s learning style, achievements and behaviors in Virtual Learning Environments (VLE).
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