FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT

Mohamed R. Elabnody, M. M. Fouad, F. Maghraby, A. Hegazy
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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.
基于游戏化的埃及高等教育电子学习系统框架
通过游戏化,从游戏中获得的设计元素可以以多种方式使用;企业已经开始使用游戏化来提高盈利能力,员工已经将工作变成游戏以减少单调,像工作和教育这样的严肃应用程序开始使用借鉴游戏设计的机制,通过将游戏元素添加到非游戏电子学习应用程序中。本研究旨在确定游戏化元素如何影响用户体验并提高他们与注册主题的参与度。通过基于游戏化策略的动态选题方法,许多学生的真实考试显示,他们的知识获取比传统考试方法提高了55%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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