With gamification, design elements known from games can be used in several ways;Businesses have begun to use gamification to enhance profitability, staffhave 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 elearning applications. This study aims to identify how the elements of gamification affect user experienceand increase their engagementwith 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. (2017). FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT. International Journal of Intelligent Computing and Information Sciences, 17(4), 59-71. doi: 10.21608/ijicis.2018.7932
MLA
M Elabnody. "FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT". International Journal of Intelligent Computing and Information Sciences, 17, 4, 2017, 59-71. doi: 10.21608/ijicis.2018.7932
HARVARD
Elabnody, M. (2017). 'FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT', International Journal of Intelligent Computing and Information Sciences, 17(4), pp. 59-71. doi: 10.21608/ijicis.2018.7932
VANCOUVER
Elabnody, M. FRAMEWORK FOR GAMIFICATION BASED E-LEARNING SYSTEMS FOR HIGHER EDUCATION IN EGYPT. International Journal of Intelligent Computing and Information Sciences, 2017; 17(4): 59-71. doi: 10.21608/ijicis.2018.7932