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A Gamification Approach for E-Learning in Higher Education

EasyChair Preprint no. 8746

5 pagesDate: August 30, 2022


Gamification, which can be defined as the application of game design elements to non-game activities, was proposed a decade ago to address the problem of learner distraction and stimulate learner engagement throughout the learning process. While gamification is generally known to have positive effects on student motivation in learning systems, the evidence for its effectiveness in e-learning systems in higher education is mixed and still unclear. In this paper, we present our state of progress, outlining the context of our study, problematic, our analysis of the existing works in the literature, and our perspectives.

Keyphrases: digital learning environments, e-learning, Gamification, higher education, systematic review, tertiary education

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
  author = {Amina Khaldi and Fahima Nader and Rokia Bouzidi},
  title = {A Gamification Approach for E-Learning in Higher Education},
  howpublished = {EasyChair Preprint no. 8746},

  year = {EasyChair, 2022}}
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