Gamification in online educational systems

Hazem Ibrahim, Walid Ibrahim

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

The usage of gamification in online educational systems hasgrown considerably over the last several decades. This has been in response to reports of low completion and retention rates in online educational systems such as MOOCs. The usage of gamification and the application of social and educational networking to online education systems has been found to increase student satisfaction with the system. However, it has been shown that as students become more familiar with the gamified educational system, the initial boost in motivation diminishes. Efforts made in order to increase the personalization of gamified educational system, however, indicated an increase in student motivation over the duration of the course. Suggestions for further work include the usage of smarter leaderboard systems, as well as the potential for personalization in peer to peer online tutoring platforms.

Original languageEnglish
Title of host publicationHEAd 2020 - 6th International Conference on Higher Education Advances
PublisherUniversitat Politecnica de Valencia
Pages1217-1224
Number of pages8
ISBN (Electronic)9788490488119
DOIs
Publication statusPublished - 2020
Event6th International Conference on Higher Education Advances, HEAd 2020 - Valencia, Spain
Duration: Jun 2 2020Jun 5 2020

Publication series

NameInternational Conference on Higher Education Advances
Volume2020-June
ISSN (Electronic)2603-5871

Conference

Conference6th International Conference on Higher Education Advances, HEAd 2020
Country/TerritorySpain
CityValencia
Period6/2/206/5/20

Keywords

  • E-learning
  • Gamificationas
  • MOOCs

ASJC Scopus subject areas

  • Education

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