# data[].attributes.headline
Scholarly: Gamification and Learning: A Review of Issues and Research

# data[].attributes.subject
Scholarly: Gamification and Learning: A Review of Issues and Research

# data[].attributes.body
https://www.learntechlib.org/p/151920/?nl=1

# data[].attributes.headline
Scholarly: Gamification Applications in E-learning: A Literature Review - Technology, Knowledge and Learning

# data[].attributes.subject
Scholarly: Gamification Applications in E-learning: A Literature Review - Technology, Knowledge and Learning

# data[].attributes.attachment_link.readable_text
Access options

Buy single article

Instant access to the full article PDF.

USD 39.95

Price includes VAT (USA)
Tax calculation will be finalised during checkout.

References

Agrawal AK, Mittal GK (2018) The role of ICT in higher education for the 21st century ICT as a change agent for education. Multidisciplinary Higher Education, Research, Dynamics & Concepts Opportunities & Challenges for Sustainable Development (ISBN 978-93-87662-12-4), 1(1):76-83‏

Bachtiar FA, Pradana F, Priyambadha B, Bastari DI (2018) CoMa Development of Gamification-based E-learning In 2018 10th International Conference on Information Technology and Electrical Engineering (ICITEE) 1-6 DOI: https://doi.org/10.1109/ICITEED.2018.8534875

de-Marcos, L., García-Cabot, A., & García, E. (2017). Towards the social gamification of e-learning: A practical experiment. 33, pp. 66-73.

Furdu, I., Tomozei, C., Kose, U. (2017). Pros and cons gamification and gaming in the classroom. arXiv preprint arXiv: 1708.09337.‏

Ge, X., & Ifenthaler, D. (2018). Designing engaging educational games and assessing engagement in gamebased learning gamification in education breakthroughs in Research and Practice (pp. 1-19). Hershey: IGI Global.

Google Scholar

Jianu, E. M., Vasilateanu, A. (2017) Designing of an e-learning system using adaptivity and gamification. In 2017 IEEE International Systems Engineering Symposium (ISSE) 1-4. DOI: https://doi.org/10.1109/SysEng.2017.8088270.

Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015). A playful game-changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM Conference on Learning@ Scale, 95-102.‏ Doi: https://doi.org/10.1145/2724660.2724665.

Mccombes, S. (2019). How to write a literature review. Retrieved 24, 2020 form https://www.scribber.com/dissertation/litrature-review.

Pankiewicz, M. (2016). Data analysis for measuring effects of gamification in e-learning environments. In Proceedings of 8th International Conference on Education and New Learning Technologies 7082-7088.

Roosta, F., Taghiyareh, F., & Mosharraf, M. (2016, September). Personalization of gamification-elements in an e-learning environment based on learners' motivation. In 2016 8th International Symposium on Telecommunications (IST. IEEE637-642. DOI: https://doi.org/10.1109/ISTEL.2016.7881899.

Sánchez-Mena, A., Martí-Parreño, J., & Aldás-Manzano, J. (2016). The role of perceived relevance and attention in teachers' intention to use gamification. In European Conference on e-Learning. Academic Conferences International Limited.‏ 615.

Sanmugam, M., Zaid, N. M., Abdullah, Z., Aris, B., Mohamed, H., & van der Meijden, H. (2016). The impacts of infusing game elements and gamification in learning. In 2016 IEEE 8th international conference on engineering education (ICEED). 131-136. DOI: https://doi.org/10.1109/ICEED.2016.7856058

Download references

Author information

Affiliations

Department of Computer Information Systems, Near East University, Mersin 10, Turkey

Awaz Naaman Saleem, Narmin Mohammed Noori & Fezile Ozdamli

Corresponding author

Correspondence to Fezile Ozdamli.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

About this article

Cite this article

Saleem, A.N., Noori, N.M. & Ozdamli, F. Gamification Applications in E-learning: A Literature Review. Tech Know Learn 27, 139-159 (2022). https://doi.org/10.1007/s10758-020-09487-x
Download citation

Accepted:

Published:

Issue Date:

DOI: https://doi.org/10.1007/s10758-020-09487-x

Get shareable link

Keywords

E-learning

Gamification

Gamification elements

Advantages of gamification

Challenges of gamification

# data[].attributes.attachment_link.title
Gamification Applications in E-learning: A Literature Review - Technology, Knowledge and Learning

# data[].attributes.attachment_link.description
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc.

# data[].attributes.headline
Video: Microlearning short video on Gamification (What is Gamification?)

# data[].attributes.subject
Video: Microlearning short video on Gamification (What is Gamification?)

# data[].attributes.attachment_link.title
What is Gamification in Education (1 Minute Microlearning)

# data[].attributes.headline
Informational Video: Horizontal learning using Video Games

# data[].attributes.subject
Informational Video: Horizontal learning using Video Games

# data[].attributes.attachment_link.title
James Paul Gee on Learning with Video Games

# data[].attributes.body
From the following article:

https://www.pickcel.com/blog/gamification-in-education-complete-guide/

# data[].attributes.body
From the following site:

https://elearninginfographics.com/gamification-in-elearning-facts-gamification-infographic/

# data[].attributes.body
This is his About Me, as I use a podcast of his and a blog to learn about gamifying learning and education.

# data[].attributes.headline
TED Talk: The Power of Gamification in Education

# data[].attributes.subject
TED Talk: The Power of Gamification in Education

# data[].attributes.attachment_link.description
Scott Hebert is a teacher in Fort Saskatchewan, Canada. In this talk he addresses why the modern education system is experiencing an engagement crisis, and how we can solve it through a new approach in teaching. #GameMyClass

# data[].attributes.headline
Podcast: Scott DeJong on Gamifying Education

# data[].attributes.subject
Podcast: Scott DeJong on Gamifying Education

# data[].attributes.attachment_link.title
ShiftED Podcast in Conversation with Scott DeJong: Gamifying Education

# data[].attributes.headline
Principles for GOOD game-based learning according to James Gee

# data[].attributes.subject
Principles for GOOD game-based learning according to James Gee

# data[].attributes.attachment_link.readable_text
James Paul Gee is often considered the godfather of Game Based Learning (GBL) thanks to his significant academic research on effective learning methods via video games. He wrote a paper called Good Video Games and Good Learning more than a decade ago that outlines 16 components critical to strong GBL. The essay can be found in his seminal book of the same title, now in its second edition.

16 Principles Of Good Video Game Based Learning

Here are the 16 principles of good video- game based learning outlined in his text.

1. 1) Identity: Players build a sense of identity throughout the video game, either through direct input or an on-screen character they inherit.

2. 2) Interaction: Communication occurs between the player and the game.

3. 3) Production: Gamers help produce the story through some form of interaction, such as solving a puzzle or completing a level.

4. 4) Risk Taking: Failing in a game holds few consequences in comparison to real life, empowering players to take risks.

5. 5) Customized: Games usually offer a level of customization so that users can play - and succeed - at their competency level.

6. 6) Agency: Players have control over the gaming environment.

7. 7) Well-Ordered Problems: The gaming environment contains problems that naturally lead into one another, allowing a player's mastery to grow and evolve.

8. 8) Challenge and Consideration: Games offer a problem that challenges students' assumed expertise.

9. 9) Just in Time or On Demand: Players receive information as they need it, not before, which teaches them patience and perseverance and improves critical-thinking abilities.

10. 10) Situated Meanings: Students learn new vocabulary words by experiencing them within game situations.

11. 11) Pleasantly Frustrating: The game should frustrate the student enough to challenge them but be easy enough that they believe and can overcome the problem(s) faced.

12. 12) System Thinking: Games make players think in a bigger picture, not just individual actions taken, helping them see how the pieces fit or can be fitted together.

13. 13) Explore, Think Laterally, Rethink Goals: Games force players to expand their situational knowledge and consider courses of action other than linear ones.

14. 14) Smart Tools and Distributed Knowledge: In-game tools help students understand the world. Through using them, they gain confidence to share their knowledge with others.

15. 15) Cross-Functional Teams: In multiplayer environments, players have different skills, forcing them to rely on each other-a needed soft skill for students.

16. 16) Performance before Competence: Competency occurs through taking action in the game, reversing the typical model in which students are required to learn before being allowed to act.

What do you think of James Paul Gee's 16 Principles of Good Video Games and Good Learning? How might you incorporate them into your teaching style and curriculum?

# data[].attributes.attachment_link.title
James Gee's Principles For Game Based Learning | Legends of Learning

# data[].attributes.attachment_link.description
James Paul Gee is often considered the godfather of Game Based Learning (GBL) thanks to his significant academic research on effective learning methods via video games. He wrote a paper called Good Video Games and Good Learning more than a decade ago that outlines 16 components critical to strong GBL.