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Improving Continuous Intention in E-Learning through the use of a Combined Gamification Model

Sherin Eliyas, P. Ranjana

202229 citationsDOI

Abstract

The most challenging aspect of e-learning is persuading college students to continue. In e-learning, the learner's pride and intention to continue are critical components. Gamification may be the next revolutionary technology in eLearning. Gamification mixes mechanics and path diagrams to facilitate digital engagement and motivate humans to achieve their goals. Video games utilize the concept of objectives/levels, rewarding “players” for overcoming hurdles. Gamification is utilized in eLearning to encourage a game-like response and engagement, resulting in increased fact retention, motivation, and productivity. In addition, individuals who are not particularly skilled are rewarded for their efforts and encouraged to complete the courses. Implementing gamification is a complex task that involves a variety of abilities and a compelling narrative. Learners desire to be viewed as gaming enthusiasts and to be offered engaging content within strict time limitations. Content can be presented in a manner that is both visually engaging and permits immediate interaction with the instructor. During interactions, there can be quizzes, problem-solving exercises, and so on. Badges, chief boards, or vouchers are given to people who complete or achieve their goals or dreams.

Topics & Concepts

NarrativeVariety (cybernetics)PrideTask (project management)Computer scienceMultimediaPsychologyHuman–computer interactionEngineeringArtificial intelligenceSystems engineeringLinguisticsLawPolitical sciencePhilosophyOnline Learning and AnalyticsEducational Games and GamificationE-Learning and Knowledge Management
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