With gamification, design elements known from games can be used in severalways;Businesses have begun to use gamification to enhance profitability, staffhave turned work into agame in order to reduce the monotony, serious applications like work and education are being startedusing mechanisms borrowed from game design, by adding elements from games into non-game elearningapplications. This study aims to identify how the elements of gamification affect userexperienceand increase their engagementwith registered subjects. Through a dynamic questionselection approach based on the gamification tactics, the real exams of a number of students showed theimprovement of their knowledge acquisition by 55% over the traditional examination approaches.
CITATION STYLE
Elabnody, M. (2018). FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT. International Journal of Intelligent Computing and Information Sciences, 17(4), 59–71. https://doi.org/10.21608/ijicis.2018.7932
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