Reif, Boris A.; Schluifer, Karin; Mayas, Cindy; Hirth, Matthias:
Analysis of gamification elements in e-learning
In: Learning and collaboration technologies : 11th International Conference, LCT 2024, held as part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29–July 4, 2024 : proceedings, part II / Zaphiris, Panayiotis; Ioannou, Andri (Hrsg.). - 11. LCT (Washington, DC, 29.06.-04.07.2024); 11. International Conference on Learning and Collaboration Technologies (Washington, DC, 29.06.-04.07.2024) - In: Lecture notes in computer science - Berlin: Springer, 1973, Band 14723, S. 94 - 112
2024Konferenz-/Tagungsbeitrag in Konferenz-/TagungsbandClosed Access
Technische Universität Ilmenau (1992-) » Fakultät für Elektrotechnik und Informationstechnik (1992-) » Institut für Medientechnik (1999-) » Juniorprofessur Nutzerzentrierte Analyse von Multimediadaten (2019-)
Titel in Englisch:
Analysis of gamification elements in e-learning
Autor*in:
Reif, Boris A.TU
SCOPUS
57219175594
Sonstiges
der Hochschule zugeordnet
korrespondierende*r Autor*in
;
Schluifer, KarinTU
SCOPUS
59175398500
Sonstiges
der Hochschule zugeordnet
;
Mayas, CindyTU
GND
1162446544
ORCID
0000-0003-4586-8834ORCID iD
SCOPUS
42862080500
Sonstiges
der Hochschule zugeordnet
;
Hirth, MatthiasTU
GND
1123650713
ORCID
0000-0002-1359-363XORCID iD
SCOPUS
35302321000
Sonstiges
der Hochschule zugeordnet
Erscheinungsjahr:
2024
Open-Access-Publikationsweg:
Closed Access
Scopus ID
Sprache des Textes:
Englisch
Schlagwort, Thema:
E-Learning ; Gamification ; Gamified Learning ; Motivation ; User Experience
Datenträgertyp:
Online-Ressource
Ressourcentyp:
Text
Lizenztyp:
Alle Rechte vorbehalten
Access Rights:
nur Zugriff auf Metadaten
Peer Reviewed:
Ja
Teil der Statistik:
Ja

Abstract in Englisch:

The e-learning market is growing and with it the importance of motivating elements such as gamification. This paper examines the use of gamification elements on e-learning platforms and how they contribute to a positive User Experience for learners. The paper also examines the effects of gamification elements on the motivation of learners. An online survey was conducted among 204 participants. The survey includes the standardised User Experience Questionnaire to assess the User Experience and the ARCS Model to rate motivation based on the two categories relevance and satisfaction. The results show that a controlled embedding of gamification elements reduces the rate of attrition and has positive effects on the user experience for learners. A second study evaluates the effects of selected gaminfication elements in Moodle and Duolingo. This study shows that gamification elements need to be applied in a controlled manner, have clear targets, and be easily understandable to contribute positively towards the motivation and user experience of the learners.