Study of the use of gamification elements in e-learning applications

Ezzoubair Zecri, M. Ouzzif, Ismail El Haddioui
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Abstract

The absence of human interaction in e-learning platforms leads to rapid loss of motivation of learners. As an effective way to motivate them in online learning applications, e-learning designers opt for the use of gamification elements in their applications. This study aims to compare five gamification e-learning applications by an existing Gamification taxonomy in order to propose a modification to improve it. The five applications we used are Duolingo, Socrative, Kahoot, Khan Academy and Classcraft. The objective is to compare the use of each element in these applications to know its usefulness and to propose a new gamification elements model.
在电子学习应用中使用游戏化元素的研究
电子学习平台缺乏人际互动,导致学习者的学习动机迅速丧失。作为在在线学习应用中激励他们的有效方法,电子学习设计师选择在他们的应用中使用游戏化元素。本研究旨在通过现有的游戏化分类来比较五种游戏化电子学习应用,以便提出改进建议。我们使用的五个应用程序是Duolingo、Socrative、Kahoot、Khan Academy和Classcraft。目的是比较这些应用程序中每个元素的使用情况,以了解其有用性,并提出一个新的游戏化元素模型。
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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