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.
Elabnody, M., Fouad, M., Maghraby, F., & Hegazy, A. (2017). FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT. International Journal of Intelligent Computing and Information Sciences, 17(3), 85-97. doi: 10.21608/ijicis.2017.19816
MLA
M. Elabnody; M. Fouad; F. Maghraby; A. Hegazy. "FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT", International Journal of Intelligent Computing and Information Sciences, 17, 3, 2017, 85-97. doi: 10.21608/ijicis.2017.19816
HARVARD
Elabnody, M., Fouad, M., Maghraby, F., Hegazy, A. (2017). 'FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT', International Journal of Intelligent Computing and Information Sciences, 17(3), pp. 85-97. doi: 10.21608/ijicis.2017.19816
VANCOUVER
Elabnody, M., Fouad, M., Maghraby, F., Hegazy, A. FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT. International Journal of Intelligent Computing and Information Sciences, 2017; 17(3): 85-97. doi: 10.21608/ijicis.2017.19816