Gamification: Is E-next Learning’s Big Thing

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Abstract

Most online courses don't allow for a great deal of interactivity, particularly when conducted over the internet. Until participants engage with each other, there is no meaning to the learning. The major challenge in the learning process is to help students build motivation. Enhancing learner retention and continuing satisfaction are important to e-learning. Gamification may be the next in the line of E-learning disruptions. Mechanics and human-based design are needed for online and brick-and-mortar engagement. The goal of gamification in eLearning is to cause learners to act like gamers. Thus, it results in better information retention, improved motivation, and higher productivity. Students also benefit from their achievements and are persuaded to finish their courses. Gamification is difficult and is about both mechanics and story design. When learning materials have strict time requirements, such as video games, they need to be designed with learners in mind. Content can be made up of a combination of visual presentations with video tutorials. We use quizzes, problem-solving exercises, and other types of activities. Rewarding for accomplishments and challenges with badges, leader boards, or vouchers is how projects and goals are measured.

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APA

Eliyas, S., & Ranjana, P. (2022). Gamification: Is E-next Learning’s Big Thing. Journal of Internet Services and Information Security, 12(4), 238–245. https://doi.org/10.58346/JISIS.2022.I4.017

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