Mohamed R. Elabnody, M. M. Fouad, F. Maghraby, A. Hegazy
{"title":"FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT","authors":"Mohamed R. Elabnody, M. M. Fouad, F. Maghraby, A. Hegazy","doi":"10.21608/IJICIS.2017.19816","DOIUrl":null,"url":null,"abstract":"With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. This study aims to identi how the elements of gamification affect user experience and increase their engagement with registered subjects. Through a dynamic question selection approach based on'the gamification tactics, the real exams of a number of students showed the improvement of their knowledge acquisition by 55% over the traditional examination approaches.","PeriodicalId":244591,"journal":{"name":"International Journal of Intelligent Computing and Information Sciences","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Intelligent Computing and Information Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21608/IJICIS.2017.19816","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. This study aims to identi how the elements of gamification affect user experience and increase their engagement with registered subjects. Through a dynamic question selection approach based on'the gamification tactics, the real exams of a number of students showed the improvement of their knowledge acquisition by 55% over the traditional examination approaches.