{"title":"Gamifying eLearning to Improve Professional Integration to Labor Market Systematic Literature Review","authors":"Zineb Sabri, A. Moumen, Y. Fakhri","doi":"10.1109/ICECOCS50124.2020.9314372","DOIUrl":null,"url":null,"abstract":"Games has embarked upon the domain of education years ago. Nevertheless, accessibility and inclusion of gaming elements in the eLearning courses while integrating the job market are considered yet, most of the new hired engineers endure to achieve the mandatory eLearning trainings to succeed the integration inside companies, as for instance inside offshoring companies, the engineers must take eLearning courses about: Security, Ethics, Agility, Phishing Detection, General Data Protection Regulation.....which becomes tedious for them, so our research aim to study the gamification of these eLearning courses and put them under the spotlight to help engaging and motivating this audience. This paper analyzed the systemic literature review of the gamification's application to eLearning trainings, which offers an insightful introduction to the applications of game elements and technologies in educational settings. In this work, we collected journal research papers from more than three research databases: Springer Link, Science Direct, Google scholar and IEEE Xplore to provide a journal classification, a word frequency analysis using cloud visualization, a word’s associations of some topics and we conceived at the end a comparative analysis based on topic’s occurrences retrieved and classed from our collection of papers in the corpus.","PeriodicalId":359089,"journal":{"name":"International Conference on Electronics, Control, Optimization and Computer Science","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Electronics, Control, Optimization and Computer Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICECOCS50124.2020.9314372","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
Games has embarked upon the domain of education years ago. Nevertheless, accessibility and inclusion of gaming elements in the eLearning courses while integrating the job market are considered yet, most of the new hired engineers endure to achieve the mandatory eLearning trainings to succeed the integration inside companies, as for instance inside offshoring companies, the engineers must take eLearning courses about: Security, Ethics, Agility, Phishing Detection, General Data Protection Regulation.....which becomes tedious for them, so our research aim to study the gamification of these eLearning courses and put them under the spotlight to help engaging and motivating this audience. This paper analyzed the systemic literature review of the gamification's application to eLearning trainings, which offers an insightful introduction to the applications of game elements and technologies in educational settings. In this work, we collected journal research papers from more than three research databases: Springer Link, Science Direct, Google scholar and IEEE Xplore to provide a journal classification, a word frequency analysis using cloud visualization, a word’s associations of some topics and we conceived at the end a comparative analysis based on topic’s occurrences retrieved and classed from our collection of papers in the corpus.