An Investigation Into the Gamification of E-Learning in Higher Education

An Investigation Into the Gamification of E-Learning in Higher Education

Fenio Annansingh
Copyright: © 2017 |Pages: 17
ISBN13: 9781522526650|ISBN10: 152252665X|EISBN13: 9781522526667
DOI: 10.4018/978-1-5225-2665-0.ch012
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MLA

Annansingh, Fenio. "An Investigation Into the Gamification of E-Learning in Higher Education." Disability and Equity in Higher Education Accessibility, edited by Henry C. Alphin, Jr., et al., IGI Global, 2017, pp. 268-284. https://doi.org/10.4018/978-1-5225-2665-0.ch012

APA

Annansingh, F. (2017). An Investigation Into the Gamification of E-Learning in Higher Education. In H. Alphin, Jr., J. Lavine, & R. Chan (Eds.), Disability and Equity in Higher Education Accessibility (pp. 268-284). IGI Global. https://doi.org/10.4018/978-1-5225-2665-0.ch012

Chicago

Annansingh, Fenio. "An Investigation Into the Gamification of E-Learning in Higher Education." In Disability and Equity in Higher Education Accessibility, edited by Henry C. Alphin, Jr., Jennie Lavine, and Roy Y. Chan, 268-284. Hershey, PA: IGI Global, 2017. https://doi.org/10.4018/978-1-5225-2665-0.ch012

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Abstract

The concept of gamification has gained significant attention from practitioners and academics alike. Using game mechanics and dynamics to support an e-learning platform can increase learners' motivation, engagement, and retention areas, which have been proven to be challenging in the past. This chapter proposes a conceptual gamified e-learning framework which addresses some of the issues facing such environments. Further work needs to be done to standardize the framework by testing and applying it to a gamified e-learning environment.

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