EducationComputer Science

A. Saleem, Narmin Mohammed Noori, Fezile Ozdamli

2021.1.2Technology Knowledge and Learning

DOI: 10.1007/s10758-020-09487-x

tlooto Summary

The study showed that the most common gamification elements used in e-learning and have a powerful effect on the students are points, leaderboards, badge, and level.

Abstract

Abstract is not available.

Citation format

SALEEM, A.; NOORI, Narmin Mohammed; OZDAMLI, Fezile. Gamification applications in e-learning: A literature review. Technology Knowledge and Learning, 2021, 27: 139–159.