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

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

Fenio Annansingh
ISBN13: 9781522551980|ISBN10: 1522551980|EISBN13: 9781522551997
DOI: 10.4018/978-1-5225-5198-0.ch010
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MLA

Annansingh, Fenio. "An Investigation Into the Gamification of E-Learning in Higher Education." Gamification in Education: Breakthroughs in Research and Practice, edited by Information Resources Management Association, IGI Global, 2018, pp. 174-190. https://doi.org/10.4018/978-1-5225-5198-0.ch010

APA

Annansingh, F. (2018). An Investigation Into the Gamification of E-Learning in Higher Education. In I. Management Association (Ed.), Gamification in Education: Breakthroughs in Research and Practice (pp. 174-190). IGI Global. https://doi.org/10.4018/978-1-5225-5198-0.ch010

Chicago

Annansingh, Fenio. "An Investigation Into the Gamification of E-Learning in Higher Education." In Gamification in Education: Breakthroughs in Research and Practice, edited by Information Resources Management Association, 174-190. Hershey, PA: IGI Global, 2018. https://doi.org/10.4018/978-1-5225-5198-0.ch010

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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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