Research into effective gamification features to inform e-learning design

  • Indrel Doney
Keywords: game-based learning, gamification, serious games, e-learning, e-learning heuristics

Abstract

Game-based learning is one of the main trends currently in e-learning, and while opinion is still divided on its merits a number of studies have been published that highlight its benefits in enhancing learning and increasing motivation. This paper aims to analyse existing research to identify some of the key approaches and pedagogical factors that make learning through games effective and engaging (considering adult learners in particular), with the purpose of creating a list of features that can be used to inform the inclusion of gamification elements into e-learning activities. Forty-one case studies of serious games, game-based learning and gamification in learning from the last 10 years were reviewed in order to identify the elements that contributed to their success. From this analysis a list of suggested features was produced that may be of use to those wishing to embed gamification elements when designing e-learning activities.

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Published
2019-01-31
How to Cite
Doney, I. (2019). Research into effective gamification features to inform e-learning design. Research in Learning Technology, 27. https://doi.org/10.25304/rlt.v27.2093
Section
Original Research Articles