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Vol.:(0123456789)
Technology, Knowledge and Learning
https://doi.org/10.1007/s10758-020-09487-x
1 3
ORIGINAL RESEARCH
Gamication Applications inE‑learning: ALiterature Review
AwazNaamanSaleem1· NarminMohammedNoori1· FezileOzdamli1
Accepted: 23 November 2020
© The Author(s), under exclusive licence to Springer Nature B.V. part of Springer Nature 2021
Abstract
In recent years, there has been a lot of attention given to the trend of including game ele-
ments into non-gaming facilities. The usage of gamification in education is a massive
benefit for motivation, user interaction, and social effects. The gamified elements such as
points, badge, feedbacks, level, rewards, challenges, etc. have been used in e-learning. A
systematic review of gamification in online education has not been found when the rel-
evant literature examined. Therefore, this study aims to research the current literature using
gamification and online education and highlight the reported benefits and challenges of
gamification applications in online education. The present research followed the litera-
ture review method. The current study employed a qualitative approach for collected data.
Thus, the term "gamification" was used as the primary research keyword. The results show
that gamification has increasingly been accepted as a useful learning tool to generate more
engaging educational environments. Additionally, elements support and motivate students
to participate in a gamification system. The study showed that the most common gamifi-
cation elements used in e-learning and have a powerful effect on the students are points,
leaderboards, badge, and level. This study is thought to contribute significantly to studies
on the use of gamification applications in online education. It reinforces previous studies
and identifies many useful study topics that can be explored to advance the field. From
these results, suggestions on gamification applications in e-learning for further research are
given.
Keywords E-learning· Gamification· Gamification elements· Advantages of
gamification· Challenges of gamification
* Fezile Ozdamli
fezile.ozdamli@neu.edu.tr
Awaz Naaman Saleem
20193569@std.neu.edu.tr
Narmin Mohammed Noori
20193324@std.neu.edu.tr
1 Department ofComputer Information Systems, Near East University, Mersin10, Turkey
A.N.Saleem et al.
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1 Introduction
The widespread usage of emerging technology, like the web, social media, and mobile
phones, influences university educational processes. Facilitating improved collaboration
and introducing new computer technologies are beneficial for teaching and training (Urh
etal. 2015). Today, teaching in any sector is quite different from 20years ago (Aloia
and Vaporciyan 2019). Internet-based technologies are gaining importance day by day
(Uzunboylu and Karagozlu 2017). The web is also a valuable resource for the comple-
ment or substitution of formal schooling by students and educators; This approach is
e-learning or usage of Web resources to offer a large variety of methods to increase
information and efficiency (Aloia and Vaporciyan 2019). E-learning frameworks and
internet-based applications became common and enabled users directly to access data
on private computers through the internet (Zamfiroiu and Sbora 2014). The e-learning
idea has become more popular as the internet is expanding (Karagozlu 2018). Infra-
structure is accessible, although typically, the schooling phase is done face to face
(Yildirim 2017). Besides, the way professors build and pass on the information, and
vice versa is increasingly evolving in technology. Using e-learning tools is ahead steam
across almost all schooling (Doumanis etal. 2019).
E-learning has been increasingly common in learning such that a vast number of stu-
dents access education at a low rate. The majority of learner experiences are rendered
accessible online by contemplating previous articles’ contents and hence the sharing of
knowledge (Ding 2019). Online learning offers students a cultural and individually ori-
ented learning experience without their physical appearance instead of the conventional
school framework (Hassan etal. 2019). The main goal of learning and schooling is to
enable students to enroll and be energetic in courses (Hanus and Fox 2015). This situ-
ation is an incentive to inspire students extraneously because they are not encouraged
to learn (Hamari 2017). Incentive schemes are often commonly utilized in classrooms.
They intended to promote learning for students (Kyewski and Krämer 2018) as com-
mitment is a term with various meanings clarified by attendance, a desire to take part,
or personal consideration. The outcomes are a variety of encounters (between students,
teachers, and content). Still, several engagement-definition strategies are also possibly
linked to various sides: social, cultural, and not mainly to straight suitable for electronic
learning context (Pankiewicz 2016). To enhance the productivity of blended education
and dynamic learning, gamification as a modern method will aid. The joining of the cur-
riculum will improve educational processes (Yildirim 2017). In recent years, the quan-
tity of these methods has been enhanced due to the acceptance of the word and its posi-
tive outcomes besides an increasing interest in games, particularly in education (Toda
etal. 2019). Also, Robson etal. (2015) reported the rise of using gamify technology in
different life sectors is for three reasons as follows:
The first reason is that computer games’ development and industry have increased
during the past years, which takes an enlarged number of studies on understanding,
managing, and designing games and individuals’ motivations to play. The second reason
is the spread of social media, smartphones, websites, etc. It changed companies’ partici-
pation through engagement, discussion, and re-creation of any experience and expertise.
The third reason is that countries’ and companies’ investigation is exciting new ways to
communicate effectively and learn from behavior and influence the users. So, the trans-
fer of instructional materials from traditional to digital formats may create a problem
Gamification Applications inE-learning: ALiterature Review
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of lingering since the content component of learning is interactive. Individual students
may not be confident or e-learning-friendly (Bachtiar etal. 2018).
Therefore, new teaching approaches implemented in numerous teaching systems world-
wide have arisen to address students’ educational wants and provide students in areas with
distinct atmosphere features and living conditions educational opportunities (Dastjerdi
2016). For this reason, the use of gamification in the field of e-learning is growing and
gaining in popularity (Urh etal. 2015). Gamification methods are strategies, procedures,
and mechanisms that help consumers consistently determine how to incorporate game
basics in an exact non-game setting. The number of gamification styles has risen in the
previous years because of the term’s prevalence, positive results, and the increasing interest
in games, especially for educational purposes (Toda etal. 2019). Gamified is another tech-
nique that gains recognition in education (Rodríguez etal. 2018). The possible advantage
of gamified learning and education methods has been recommended for a long time (Ding
et al. 2018). There are a lot of studies devoted to gamification that studied about gami-
fied elements. Therefore, this study aims to research the current literature using gamifica-
tion and online education and highlight the reported benefits and challenges of gamifica-
tion applications in online education. The study designed to find and answer the following
questions:
1. What are the purposes of using gamification elements in e-learning?
2. What are the advantages of the gamified education process for students in e-learning?
3. What are the challenges facing the student and instructor in the gamified education in
e-learning?
4. Which gamification elements do increase learner’s motivation and engage them in
e-learning?
1.1 Theoretical Background ofUsing Gamication inE‑Learning
The adoption of innovation through our everyday lives has touched classrooms as
teachers utilize modern technical teaching tools. Students may engage in collaborative
programs, chat through online groups, view videos in course materials, or use various
methods in social media network pages (Sanchez etal. 2020). In recent years, signifi-
cant improvement has been made in information technology (IT), and school struc-
tures cannot overlook such enhancements. IT provides both exposure and flexibility
to giant learning atmospheres, focusing on students’ variability, promoting inclusive,
autonomous, and adaptive learning (Llorens-Largo etal. 2016). But all this transition
in education needs intellectual and technical development (Ge 2018). Theories empha-
size the need to adjust this strategy to increase students’ comprehension. The modern
concept of student-centered learning appears central to active learning, known as an
educational method that includes the learners’ learning cycle (Freeman et al. 2014).
In today’s environment, many ICT materials are available to make and extend aware-
ness materials cover the internet, radio, TV, smartphone, laptop, computer, and tablet
software application and hardware; some ICT devices have educational repercussions
(Agrawal and Mittal 2018). Most of this device can be used by each student and lecturer
(Vezne 2020). Application software is used to inspire individuals and promote differ-
ent personally and mutually helpful practices. Maybe the most common development in
this field has been splitting with technology, which typically uses design characteristics
to encourage motivations in different activities (Hamari etal. 2015; Gokbulut 2020).
A.N.Saleem et al.
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Besides, games are increasingly relevant and fascinating as an education resource in
various educational settings with the growth of smartphones and interactive technology
(Ge 2018). Researchers stated the differences between "gamification" and "game-based
learning" and explained that in "game-based learning," students reach their educational
goals by playing games. In learning by playing, "playing" often plays an essential role
in the learning process. Game-based learning is the use of games to improve the learn-
ing experience. However, gamification takes place entirely outside the game context and
makes learning more active. Gamification is the process of adding game elements to
a non-game situation. Students are rewarded for completing specific tasks (Kim etal.
2009; Al-Azawi etal. 2016; Ceker & Ozdamli 2017). For this reason, the research com-
munity has developed a greater interest over gamification (Nacke and Deterding 2017).
Gamified is recognized and implemented in diverse areas such as marketing, politics,
industry, IT, fitness exercise, and health (Rodríguez et al. 2018). Health researchers
and providers have started using gamification apps to deliver medical education online
and through mobile apps (Garett and Young 2019). In this sense, many people in the
research community have encouraged game-building (Nacke and Deterding 2017).
Gamification is structured to incorporate game features to improve human motivation
and accomplish individual purposes (Lopez and Tucker 2019). In interactive gam-
ing and digital selling, the concept of using game design features in non-game ways
to inspire and improve user activity. And retention quickly; gained in intensity; this is
through Gamify (El-Telbany and Elragal 2017; De-Marcos et al. 2014). Many studies
defined the technical term "gamification". It is characterized as the mechanism by which
game design components are implemented to non-game environments (Bai etal. 2020;
Yildirim 2017; Hassan etal. 2019; Kyewski and Krämer 2018; Zainuddin Shujahat and
Perera 2020a; Ding Er and Orey 2018; Sailer etal. 2017; El-Telbany and Elragal 2017;
De-Marcos etal. 2014).
Moreover, the real world begins to enter game-like and game components to modifying
an activity such as a breadboard, a handwriting recognition system, or gaming-like tools
(Arnold 2014). The origin of the term gamification is back to the digital media industry.
The word is a neologism from the world of new technology. In 2002, it was invented then
in 2008, the first document that used gamification was published (Rodrigues etal. 2019).
And since 2010, it has become widespread in many fields. Gamification becomes widely
accepted in the community of scientific (Bai etal. 2020). Games provide simple goals that
are more separated into temporarily easy targets that offer gamers a smooth sense of suc-
cess by providing incentives that serve as external motivators (De-Marcos etal. 2014). As
a result, gamification techniques are used in educational environments to inspire students
and, generally, to utilize the competitive need that most people have to encourage success-
ful actions (Rizzardini etal. 2016). In different research areas, the extreme standard game
components are points, avatars, challenges, levels, leaderboards/rank, badges (Barata etal.
2017; Hamari and Koivisto 2015; Sailer etal. 2017). Also, feedback, achievements, clear
goals, recitations, and pushing (Hamari and Koivisto 2015). Narrative, teams, and progress
bar (Sailer etal. 2017). Numerous gamification structures are also possible, like unlocking
content, combat, boss fights, gifting, social graph, quests, memes, and certificates (Zainud-
din et al. 2020a). In all fields, gamification may encourage beginning or retaining goal-
oriented behavior, motivational (Sailer etal. 2017). Furthermore, gamification, due to its
impact on student learning, is a growing education phenomenon (da Rocha Seixas etal.
2016; Göksün and Gürsoy 2019). Besides, it is an instructional method to improve teach-
ing, inspire and empower, increase student engagement and interactivity, and encourage
learners to grow their skills (Zainuddin etal. 2020b). In the learning process, Ding (2019)
Gamification Applications inE-learning: ALiterature Review
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clarified that gamification components encourage learners to gain more goal-orientation
through more remarkable patience, repetitive learning, teamwork, and pleasant rivalry with
others.
Accordingly, the online learning productive environment may promote communication
among faculty members and student, exchange and collaboration between students, time
on task, feedback prompt, learning technics active, communicating strong standards, and
honoring the variety and learning practices of any student (Urh etal. 2015). The gamifica-
tion factor was seen with considerable interest in education and improved student engage-
ment in classrooms (Hanus and Fox 2015). It tries to blend encouragement with outward
inspiration to promote participation and inspiration (Kyewski and Krämer 2018). Then by
encouraging themto take an active part in decision-making, gamification is especially ideal
for active learning because itprovides students with a healthy and enjoyableatmosphere to
explore, create nuanced decisions and think about the consequences oftheirbehavior (Des-
peisse 2018). Equally important, gamified seeks to incorporate more fun and participation
in school, thus offering constructive input that motivates, inspires, and enables students to
become more involved. Because encouragement is not a simple job, the gamification inter-
face’s effective creation and implementation need significant work (Aldemir etal. 2018).
Therefore, the instructional game that is designed well present the continued chance for
improvement players, enormous input challenges too challenging to tackle for any person,
and communities that shift in reaction to learners’ behavior (Urh etal. 2015). However, stu-
dent involvement will be focused on educational purposes irrespective of whether it is pro-
moted. The students’ profile and accessible school facilities must be considered (da Rocha
Seixas etal. 2016). As well, Urh etal. (2015) presented the most significant determinants
in e-learning are pedagogy, technology, design, administration, people, learning mate-
rial, finance. Due to technology patterns that encourage the required behavior to use game
components and improve enterprise education results. This approach is focused on posi-
tive education that exposes the necessity to learn by social contact with the world and col-
leagues (York and Dehaan 2018). The increasing proof that gamified is widely recognized
as a useful teaching tool to construct attractive learning environments (Zainuddin etal.
2020a). The findings of gamified in education focused on observational data from recent
research aims at validating the benefits of splitting in favor of its ability to inspire, par-
ticipate and affect socially while enabling students to immerse themselves in experimental
learning (Lopez and Tucker 2019; Zainuddin etal. 2020a). It is necessary to seek to meas-
ure the impact of gamified on student education to explain the gamified of teaching. While
gamification is common, little consensus exists about enhancing educational outcomes (Bai
etal. 2020). Through the literature review, several studies discussed gamification elements.
Table1 summarizes related researches of gamified components in e-learning.
2 Methodology
The present research followed the literature review method to determine the advantages and
challenges of gamification applications in e-learning. An analysis of scholarly references
on a particular subject is a literature review. It provides an outline of current understanding,
such that relevant study hypotheses, approaches, and holes may be established. A literature
review includes selecting, assessing, and studying publications pertinent to the research
problem like books, articles, and journals (Mccombes 2019). The literature review was a
perfect way to present previous literature. It enabled the compilation of research results
A.N.Saleem et al.
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Table 1 Recent studies on gamification elements in e-learning
Authors Aim of the study Results Gamification elements Prevalent themes
Zainuddin etal. (2020b) Evaluate the effect of gamifica-
tion on students’ success and
involvement in a formative
evaluation context
To evaluate student output of
learning, particularly after com-
pleting each subject, the use of
creative gamified EQ applica-
tions (Quizizz, Socrative, and
Spring Learn LMS) and paper
quizzes was successful
Badges, points, progressions,
memes, certificates, leader-
boards, and competition
Perceived engagement and stu-
dent’s performance
Yildirim (2017) Increasing students’ attention and
motivation and improve student
achievement and attitudes
toward lessons
Practices focused on gamification
have substantial results on the
student’s success and attitudes
towards learning
Leaderboards, points, levels, and
badges
Academical performance
Aldemir etal. (2018) Examine the overall opinions of
students on the different ele-
ments of a game training course
in the instructor education
context
Positive outcomes of story
creativity are essential in the
positive creation of gamifica-
tion instruction in the classroom
Narrative, challenge, reward,
leaderboards, constrains, teams,
points, win-state, and badge
Engagement and motivation,
socialization and interaction
Bouchrika etal. (2019) How Gamified may specifically
affect student behavior and
e-learning technology interac-
tive content
Gamification may be regarded
as a useful method to enable
instructional programs to be
implemented and improve its
interactivity and involvement
Badges, leader boards, and Scores Interactive and engagement in
learning
da Rocha Seixas etal. (2016)Assess the usefulness of gamifica-
tion tools as a tool for student
engagement in a primary school
in 8th grade
The overall output of students
earning more rewards from the
instructor is significantly better
average fulfilments
Badges Engagement and motivation,
socialization and interaction,
academic performance
de-Marcos etal. (2016) How well-developed education
and social networking strategies
compare with more innovative
methods in terms of learning
success in undergraduate school
All investigational environments
have an essential effect on
learning achievement. Social
gamification has produced more
significant outcomes in terms of
learning output through differ-
ent assessment products
Leaderboards, challenges, nar-
rative, levels, trophies, points,
badges
Academical performance
Gamification Applications inE-learning: ALiterature Review
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Table 1 (continued)
Authors Aim of the study Results Gamification elements Prevalent themes
Ding etal. (2018) The aim is to investigate the
effect on student participation
in online conversations from the
gamification methodology
They were inspired by the gamifi-
cation method to spend further
resources in online discus-
sions. The four-play elements
contributed to investment in an
additional effort by the students
Experience, badges, points, pro-
gress bar, leaderboards rewards,
and reaction
Engagement and motivation,
socialization and interaction
Ding (2019) Introduces a mixed gamified
approach analysis that encour-
ages the participation of stu-
dents in online conversations
The gamified strategy has an
only beneficial impact on the
sum of learners who had more
experience of the gamification
method, feedback, and partici-
pation in online debates
Leaderboards, levels, points,
experience, and badges
Engagement and motivation,
socialization and interaction
Ge (2018) Exploring the effect of three
award approaches on the suc-
cess of adolescent e-learners in
a gamed education cycle
The findings revealed that the
prize-winning model and the
price-only model would signifi-
cantly affect e-learner education
than the non-winning method
Rewards prize and points Learning (motivation, perfor-
mance, and anxiety)
Göksün and Gürsoy (2019) Inspect gamified behavior’s
effect as an influential evalu-
ation mechanism focused on
universal performance and pupil
involvement in the teaching
environment
Mixed architecture criteria were
implemented for the report. The
findings of the study showed
that academic performance, stu-
dent participation, community
contact model was valuable
Ranking, leaderboards, levels,
and points
Motivation and engagement in
learning, academic performance
Hassan etal. (2019) The aim is to increase pupils’
success, their inspiration, and
their rate of completion using
customized elements focused on
the types of students’ learning
Accordingly, adaptive gamified
components and chosen tasks
may dramatically increase influ-
ences such as encouragement,
end of the course, participation,
and engagement in the elec-
tronic learning program
Feedback, levels, leaderboards,
points, badges, and goals
Completing course motivation and
interaction
A.N.Saleem et al.
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Table 1 (continued)
Authors Aim of the study Results Gamification elements Prevalent themes
Kyewski and Krämer (2018) Check that badges awarded in an
e-learning curriculum in higher
education for good work suc-
cess and different tasks affect
the learner’s encouragement
and results
Markers have less effect than is
generally thought on inspiration
and outcomes. Irrespective of
their situation, the morale of
students declined through time
Badges Motivation, academic fulfillment,
and engagement
Lopez and Tucker (2019) Explore the connection between
the group of players and their
game preferences
The category of player is associ-
ated with the interpretation and
success of person viewpoints in
the gamified program
Unlocking content, avatar, and
points
Social cooperation, player type,
motivation, and performance
Toda etal. (2019) Recommend a method to sup-
port teachers and educators in
preparing and applying social
media gamification principles in
educational contexts
Teachers should use the concept
of principles for gamifica-
tion inside social networks
to enhance students’ learning
environments
Leaderboard, points, levels,
badges, achievement progress
Social interaction and connection
engagement and motivation
Hamari (2017) Outcomes of Gamified badge on
in a social economy business
app operation
Users in the gamified condition
were significantly more likely
to post trade proposals, carry
out transactions, comment on
projects, and generally use
the service in a new effective
method
Badges User engagement
Gamification Applications inE-learning: ALiterature Review
1 3
that dealt with the researcher’s topic and uncovering the gaps that have not been addressed
and making them among the researcher’s priorities for future studies. The current research
employed a qualitative approach for collected data. Thus, the term "gamification" was used
as the primary research keyword. The present study is limited to review between 2015
and 2020. The research was conducted using the following preferred electronic sources to
obtain a global perspective: Google Scholar and IEEE Xplore, Web of Science, Science
Direct, and Springer. To find related distributed paper in all databases, the data and infor-
mation are collected by using the following keywords: Gamification, gamified, gamifica-
tion element, gamification components, distance learning, distance education, e-learning,
online learning. The following Boolean sentence is used in databases and google scholar to
find similar studies about the current study subject. (("gamification" OR "gamified") AND
("gamification elements" OR "gamification components") AND ("distance learning" OR
"distance education" OR " e-learning" OR "online learning")). Figure1 illustrated the cri-
teria that have been considered for selecting related articles.
3 Result
This literature review research aimed to find the effects of gamification in e-learning; the
following subsection gives details information on review results.
3.1 The Purposes ofUsing Gamication Elements inE‑learning
Integrated e-learning as a new learning form is structured to give students customized
opportunities focused on their interests, existing abilities, and styles (Jianu and Vasilateanu
2017). Besides, Hubalovsky, Hubalovska, and Musilek (2019) clarified to motivate the stu-
dent and supporting them, the online learning elements should respond with the following:
• E-learning content should promote full-time education, and e-learning content will be
created to improve the curriculum.
• Online learning activities should stay entertaining, interactive, and should combine
images, etc.
* Years between 2015 and 2020.
* The paper wrien in English.
* The arcle argues about
gamificaon in e-learning.
* Papers available in full text
and open access.
* The language is not English.
* The complete text is not
available and payment
requirements.
* Arcles not relevant to the
topic.
* Remove duplicated arcles
Inclusion Criteria
Exclusion Criteria
Fig. 1 Inclusion and exclusion criteria
A.N.Saleem et al.
1 3
• The activities for e-learning need not be boring but partially steps.
• The gamification components should be used in e-learning activities.
• The complexity of the e-learning activities should be in line with the updated Bloom’s
taxonomy should be increased from the easiest to the most challenging events.
On the other hand, Jianu and Vasilateanu (2017) reported various possible models for
an integrated learning environment domain, group, and adaptive model. Plus, several spe-
cific guidelines apply in an adaptive system like receive attention from the user, set goals,
remembrance of knowledge, Present learning material, guide the cycle of learning, elicit
achievement, supply feedback, evaluate user performance, and improve transfer and reten-
tion. Similarly, da Rocha Seixas etal. (2016) noted that student participation in learning
practices is attributed to improvements in the implemented framework. The encouragement
of teachers, the interactions with peers, the school’s arrangement, the fostering of flexibil-
ity, and the activities’ features all relate to the communication between teachers and the
actions proposed. Yet, education technologies will be adjusted and developed to deal faith-
fully with the growing environment of education and students’ next generation (Sanmugam
etal., 2016b). As a consequence of the interactive, gamification education framework, as
Jianu and Vasilateanu (2017) said that utilizes the latest technology, which allows learning
more productive, fun, and engaging.
Furthermore, e-learning has employed the games’ mechanisms and features to engage
and entertain e-learning (Hassan et al. 2019). Instant input utilizing elements including
grades, certificates, ratings, and gamification awards contributes to student dedication to
the research process. It enhances their actions towards meeting goals and offers them the
ability to chart learning successes and review such accomplishments transparently (Ding
2019). Furthermore, through an instructional environment, the aim of a gamification pro-
gram may be to enhance awareness by growing students’ incentive to engage and revisit
class content (Lopez and Tucker 2019; Hassan etal. 2019). Accordingly, in the educational
environment, however, gamification is not a commodity in the form of a serious game but
rather a mechanism through which game features are used to encourage learner behavior
(Bai etal. 2020). Therefore, gamification critics powerfully claimed that the usage of game
elements in classrooms or interactive e-learning experiences could improve learning out-
comes by inspiring and engaging students (Bouchrika etal. 2019).
Well-designed gamification structures may give learners continuous incentives for ran-
dom feedback to develop their skills as teaching activities are taught during play. However,
a variety of recent research has shown that gamification is not always useful for e-learning
(De-Marcos etal. 2014). Its purpose is to improve individuals’ participation and encourage
other behavior (Urh etal. 2015). Similarly, Pankiewicz (2016) reported putting gamifica-
tion elements in the e-learning program and examine the impact on student interaction of
this implementation. Consequently, the course layout has been revised. The scoring scheme
is modified so that points can be obtained every period. Likewise, in educational condi-
tions, gamification enables students to provide instant input and appreciation for their class-
room success. It also provides incentives for enhanced student participation and inspiration
(Kusuma et al. 2018; Tenório et al. 2016; da Rocha Seixas et al. 2016). An interactive
tutorial framework was used to combine the gamification method with a college course.
Simultaneously, the authors observed a significant influence on the students’ approach’s
efficiency, encouragement, and information transfer (Ding 2019). Hanus and Fox (2015)
discovered that learners in the gamification program showed less satisfaction, motivation,
and empowerment than a non-gamified community. Sanchez etal. (2020) proposed using
technologies by quizzes in an online learning program offered to students. Learners will
Gamification Applications inE-learning: ALiterature Review
1 3
check their awareness of the respective learning module in such self-paced quizzes and
provide input on their performances. Besides, Tenório etal. (2016), in the instructional
framework of the MeuTutor, a smart tutoring program, has been implemented the gamified
peer evaluation model introduced to track student learning in person, ensure consistency of
teaching, and enhance their members’ results. They were using MeuTutor knowledge from
the gamification platform for online learning. Used provisional course details to include
customized student assistance. MeuTutor utilizes artificially intelligent technologies to
define the students’ speed, enabling them to resolve and involve teaching and learning dif-
ficulties (Paiva etal. 2016).
3.2 The Advantages oftheGamied Education Process forStudent andInstructor
Education is one field in which gamification interest is gaining thrust (Sánchez-Mena etal.
2016). The challenge of getting learners inspired to learn is now more challenging (Smid-
erle etal. 2020). Ribeiro et al. (2018) believe gamification is a good strategy due to stu-
dents’ relaxed atmosphere engrossed in electronic technology and apparatuses.
3.3 Advantages forStudents
The researchers stated that integrating the game components into the online learning
environment provides easier achievement of the determined goals, and encourages stu-
dents and increases their motivation (Jayalath and Esichaikul 2020). Most teachers hope
that employing gamification motivates students to learn and makes school participation
more successful and positive (de-Marcos etal. 2017). Indeed, the instructor is the learn-
ing center, and students are expected to read the text, response questions, and do content
assessments (Papp and Theresa 2017). Azmi etal. (2015) state that game elements in edu-
cation improved student engagement in the conventional classroom and online learning.
Incorporating games into the classes emerges from the belief that the games’ essence and
what allows them enjoyable increases the students’ internal enthusiasm to be involved in
learning activities. The international study findings on creative teaching and learning con-
firm that innovative education thrives in educational environments where there is a sup-
portive and positive overall culture (Hamari and Nousiainen 2015). It also assumed that
games’ intrinsic engagement would increase student participation in the learning process,
thus promoting constructive learning, problem-based learning, and experiential learning
(Smiderle etal. 2020). The key objectives of gamification are to improve specific skills,
set goals that give learning a reason, involve students, maximize learning, promote change
in attitude and interact (Krause etal. 2015; Dichev and Dicheva 2017). Popular concepts
for gameplay design include dynamic mode, social participation, freedom of choice, lib-
erty to fail, and quick reactions (Dicheva etal. 2015). Thus, gamification is about much
more than merely surface-level profits provided by points, badges, level of credibility as it
can catalyze behavioral alteration, particularly when combined with the scientific concepts
of cyclical learning and guaranteeing to retain (Furdu etal. 2017; Strmečki etal. 2015).
Also, it increases the chances of group learning, as it informs the learner about his per-
formance during a challenge or an end state that grows his social involvement. As well as
allowing freedom of choice to fail is an incentive for students to re-submit assignments and
revisit their homework without penalty; quick notes denote the context that helps students
get feedback on their educational performance (Smiderle etal. 2020). Besides, increasing
users’ self-esteem and inspiration (Urh etal. 2015). According to the researchers’ study,
A.N.Saleem et al.
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gamification has been recognized as an effective way to improve student learning through
several learning approaches (Ge and Ifenthaler 2018; Sánchez-Mena et al. 2016). For
instance, Su (2017) used a gamification approach in a geometric arithmetic curriculum and
noticed that the students’ learning output was boosted. As well as, Ding etal. (2018) sug-
gested that good-designed gamification has significant potential to inspire students to take
part in online debate activities. Therefore, the online discussion provides more flexibil-
ity for learners and gives them more time to think and reflect to provide accurate content
(Huang etal. 2019).
3.4 Advantages forTeachers
Gamification can be a valuable tool to gain knowledge and improve essential capabilities
such as decision-making, cooperation, and communication (Dicheva et al. 2015). Also,
learn the 21st-century skills and provide an effective and appropriate setting for evaluation,
communicating, and engaging in the classroom with their colleagues. Gamification in an
education environment improves the relationship between students and the instructor and
increases their feeling of inventiveness (Briffa etal. 2020).
Thus, gamification in teaching is considered a thoughtful method to speed up learning,
teaching intricate subjects, and systems thinking (Ding etal. 2018). However, gamification
is flexible because using it will meet most learning needs, including product sales, client
service, soft skills, awareness-building, etc., Which leads to performance gains for institu-
tions (Furdu etal. 2017).
3.5 The Challenges Facing theStudent andInstructor intheGamied Education
Process
Despite numerous studies conducted, gamification in education remains a subject of wide-
spread controversy (Smiderle etal. 2020). After integrating gamification into the classroom
to improve the results of teaching at various levels, there is still a different indication of
the concept of gamification. This is perhaps because of the word (gamification), that is an
equivalent game to play, entertaining, unproductive, and fun that is not usually associated
with learning. On the other hand, it is wrong to consider gamification as an ideal solution
for learners and educators (Papp and Theresa 2017).
3.6 The Challenges Facing theStudents
Other studies have shown that employing the gamification elements has failed to improve
students’ sense of group and have not substantially enhanced students’ talents, desire
for achievement, and inner inspiration (Mekler et al. 2017; Kyewski and Krämer 2018).
Besides, innovative learning through games requires a lot of effort from teachers and stu-
dents as well. Digital learning in today’s knowledge society is characterized by characteris-
tics that are not controlled through time and place (Al-Azawi etal. 2016).
Therefore, it must be considered to find a way to meet each player’s needs to ensure
a particular game (Briffa et al. 2020). According to Gartner (2015), about 80 percent of
all gaming applications will not succeed due to inappropriate design (Urh etal. 2015). In
critics’ opinion, gamification hinders education by distracting it, the pressure it imposes
through unnecessary competition, and possibly a lack of educational needs for some
Gamification Applications inE-learning: ALiterature Review
1 3
students (Sánchez-Mena and Martí-Parreño 2017). On the other hand, gamification in the
education process does not always mean that students receive sponsorship or participate
more than just external motivation, such as virtual rewards or achievement points (Zainud-
din etal. 2020).
3.7 The Challenges Facing theTeachers
According to Zainuddin etal. (2020), the leading cause of why learning by the gamified
application has been unsuccessful is the use of elements of the game, instructional design,
and technical problems. Barriers such as classroom issues and technological infrastruc-
ture (for example, non-working computers or power outages and, most importantly, the
internet). The faculty hesitated to adopt the gamification elements in their teaching plans
because they were not convinced of the concept itself and its capabilities in improving the
student’s understanding. (Jong et al., 2015). Furthermore, educational designers need to
gain an empirical understanding of each of the following: outcomes, learning goals, and
content; when assessing individual play selection (Derfler-Rozin and Pitesa 2020).
3.8 Gamication Elements used inE‑learning
The gamification principle is based on a self-determination theory that assumes three
emotional human desires for social connection, autonomy, and competence (Hassan et al.
2019). These requirements give the learners an essential motivation to improve their capac-
ity; these skills help them maintain further and increase their dedication to educational
activities (Hanus and Fox 2015). Accordingly, gamification principles will be based pri-
marily on generating intrinsic incentives in achieving these three criteria (Hassan et al.
2019). Efficient entertainment dynamics and competition features are more likely to bring
in gamified as these factors may affect increasing psychological requirements (Aldemir
etal. 2018). Years of motivating recreation studies demonstrate that managing individuals
as a diverse collective is not ideal for design because tastes and expectations change at the
individual (Lopez and Tucker 2019). Gamification game elements can be described as the
application of digital game components to user actions in non-game environments; game
features are the essential elements of gamification (Sailer etal. (2017). Accordingly, gami-
fication components enhance learners’ encouragement by fulfilling their social self-deter-
mination and competitiveness needs (Hassan etal. 2019). Besides, Kyewski and Krämer
(2018) explain the most significant factors in learning that imaginable is motivation. Moti-
vation is a deciding factor in students’ learning that defines how much time and interest
they have placed into studying a specific subject (Hassan et al. 2019). However, Denny
(2014) proposed that intrinsic and extrinsic are two forms of motivation to humans. With
the external motive of a person makes her or his act because of the attraction of a prize or
rewards; besides intrinsic motivation, a person tends and prefers to do it for pleasure (Has-
san etal. 2019). So, gaming technics are created using resources, strategies, and widgets
to gamify an internet platform or device by the person or collaborative usage; motivating
users’ qualities may be promoted (da Rocha Seixas etal. 2016).
An enjoyable gaming experience involves a modern design for each game (Ding
2019). The idea of gamification allows preparation and studying more engaging and
stimulates students to perform more effectively using interactive revenue like badges
and achieve a leading location on the boarding (Barata etal. 2017). Additionally, the
gamification element is considered to improve inspiration and teaching experience,
A.N.Saleem et al.
1 3
interaction, and efficiency among students; the addition of entertainment technicians
(for example, leaderboards, levels, and badges) has a positive impact on the involvement
of learners (Zainuddin et al. 2020a). Also, Buckley (2017) stated that gamified might
be a good motivator. Still, only if employed as a reliable communication technique, the
usage of game values as social benefits or bonuses challenges pupils’ global encour-
agement effectively. Ding et al. (2017) determined that the gamification principle has
effectively given students significant outward motivation but not internal motivation.
All components play a role lead to students’ engagement in learning, particularly lead-
erboard and badge. Several features were also described as desirable online and offline
(Sanmugam etal. 2016b).
The concept elements help one discriminate between gamified and challenging games
(Sailer etal. 2017). The following are the most common elements used in learning:
• Points Designed to award users across multiple measurements and divisions, they may
be found within the platform or program to handle specific conducts. If aspects pro-
mote a competition, they should not be viewed as outcomes; on the other side, if the
goal is to give feedback to a user, each achievement should not be demonstrated to
other persons (da Rocha Seixas etal. 2016). Besides, Pankiewicz (2016) states that
points allow us to award and punish the unwanted (negative and positive) acts. Points
could be increased for individuals who owned points if they complete exercises in the
e-learning that developed in gamification (Bachtiar etal. 2018).
• Badge Badges are the visual representation of individuals’ improvement, e.g., show the
degree of competence reached, immediate reviews, and represent one kind of extrin-
sic award Symbols of development may significantly affect an individual (Kyewski
and Krämer 2018). Also, badges as the most frequent game component of the gami-
fication strategy may not help student learning; skillfulness badge based on learners’
knowledge of the skill was positively linked to the intrinsic motivation in education.
Still, the involved symbol designed to complete the task has a small effect on learn-
ers’ motivation (Ding 2019). The badges have been used as accomplishment identifiers
(Hassan etal. 2019). Above and beyond, markers were identified as cultural symbols to
provide social effectiveness in which the performance activities are essential (Hamari
2017). Badges are little signs or symbols given to students for their particular posi-
tive works, participation, skill, and achievement (Roosta etal. 2016). Besides, Aldemir
etal. (2018), in his study, found that some students liked badge while some said they
were not conscious of or interested in symbols. The badge has five codes confidence-
booster, fun, self-estimate, feedback, systematic and continuous.
• Leaderboard The leaderboard could mention the best students with their prizes, such
that their contributions are seen, measured, and recognized (Bouchrika et al. 2019).
according to Aldemir et al. (2018). the elements used to show the students ranking
and their score is a leaderboard, and it is valuable tools to create competition feeling
between students (Roosta etal. 2016). A leaderboard is one of the most commonly used
gamified elements; it is securely to say that the usage of leaderboards is a positive move
in a gamified teaching setting. The related issues to the leaderboard shown below four
symbols teams, competition, participant, and reputation. The leaderboard encouraged
social contrast among members more than modularity comparison; the leaderboard
may have an opposite effect on the students (Sanmugam etal. 2016b).
• Level Show the user performed an aim; levels are commonly known as threshold stages
in a manner in which consumer members will automatically level up according to their
Gamification Applications inE-learning: ALiterature Review
1 3
sharing (Kyewski and Krämer 2018). At the end of the school year, the next stage of the
game is for all who played well (Pankiewicz 2016).
• Rewards After an activity, the award is given to replicate this activity; in gamified, the
principle of the reward tool is a points system or related ideas (Kyewski and Krämer
2018). When students achieve something and get rewards, the student’s motiva-
tion increases, and they will repeat the same thing to stay in the current situation and
advance into a more suitable condition (Kusuma etal. 2018).
• Feedback Feedback as gamified components have different implementations; it may be
used to encourage or prevent specific activities, such as CV upload, homework comple-
tion on schedule, and forum involvement (Roosta etal. 2016). Also, continuous feed-
back helps students offer insight into their objectives and follow their success (Hassan
etal. 2019).
• Challenges Challenges reflect tasks for people to take out and then offer awards for
completion, awards, medals/badges, and achievements. The secret to successful respon-
sibilities and expectations is to provide users with a position to show their successes
(Kyewski and Krämer 2018). In the gamification, the challenge is essential. Aldemir
etal. (2018) stated that symbols are challenging engagement, emotion-arousal, distrac-
tion, competitive collaboration, team skills, feedback, reinforcement, self-assessment,
collective intelligence, timing, challenge type repetitiveness, and frequency.
As a result, gamified as an essential developmental technique helps teachers get fundamen-
tal knowledge of individuals’ learning processes (Göksün and Gürsoy 2019). Moreover,
utilizing of gamified for evaluation shows the benefits and weaknesses of game design.
Gamification applications can be an alternative tool in the assessment process of students
(Zainuddin etal. 2020b). As a result, components will support and encourage students who
engage in a gamification learning context (Paiva etal. 2016). On the other hand, gamified
has been recognized progressively, like an efficient educational procedure utilized to pro-
duce attractive learning understandings (Zainuddin etal. 2020a).
4 Discussion
in our future
The results indicate that gamification has positive effects on e-learning processes. The
study showed the most-used items in e-learning are points, pages, leaderboard, reward,
level, feedback, and challenge, and the finding supports each of the studies (Bachtiar etal.
2018; Ding 2019; Sanmugam etal. 2016b). As well, the study demonstrates the purpose of
using gamification in e-learning was to enhance awareness by increasing student motivation
to participate and review classroom content (Hassan etal. 2019; Lopez and Tucker 2019)
Likewise, to advance learning outcomes by inspiring and engaging students (Bouchrika
etal. 2019). The results might suggest that the advantages of gamification in e-learning
were to increase communication and give a fun spirit to academic activities (Dicheva etal.
2015). The gamification technique includes challenges and difficulties for both instructors
and students. The instructor faces multiple problems when introducing gamified applica-
tions in their curriculum, such as classroom issues, infrastructure in the educational pro-
cess (Jong etal., 2015).
However, based on similar studies’ findings, a more reasonable explanation of the
elements adopted in e-learning is leaderboard, points, levels, badges, and achievement
A.N.Saleem et al.
1 3
progress (Toda etal. 2019). While previous studies focused on the badge feature (Kyewski
& Krämer 2018; da Rocha Seixas etal. 2016; Hamari 2017), the study results showed that
the purpose of using gamification in e-learning is to include interactive game elements in
the learning process (Bouchrika etal. 2019). Simultaneously, Hanus and Fox (2015) dis-
covered that learners in the gamification program showed less satisfaction, motivation, and
empowerment than a non-gamified community. In contrast, with provides incentives for
enhanced student participation and inspiration in the school. (Kusuma etal. 2018; da Rocha
Seixas etal. 2016; Tenório etal. 2016). The researcher mentioned that the advantages of
gamification were also improved student engagement and participation in the learning pro-
cess (Azmi etal. 2015). The researcher explained that the challenge in implementing gami-
fication in the electronic learning environment is.
5 Conclusion andRecommendation
The development of technology and the spread of the internet and smart devices have
positively reflected all areas. Especially in education, in this context, many modern tech-
nology tools, platforms, and advanced concepts have been harnessed in the curriculum to
give education value across the web (distance, synchronize, blended, electronic, or online
learning) is a unified concept for web-based learning. As studies have shown, e-learning
platforms are advancing actively in almost all stages of the research. Several educational
curricula appeared to accompany the technological development. They thus were imple-
mented in many teaching systems to meet students’ educational needs and make educa-
tion available to all. Result of developing computer devices and the web; the principle of
gamification has been formed to improve the transforming information and teachers’ ideas
to the educational curriculum, instead of traditional programming in the classroom. The
gameplay elements used to teach learning are points, levels, stages, badges, leaderboards,
awards, rewards, progress bars, stories, and comments. Recently, because of its popularity
and encouraging outcomes, including growth in media participation, gamification has been
embraced. According to studies, gamification can be a valuable tool for gaining knowledge
and can improve necessary capabilities such as decision-making, cooperation, and com-
munication. Besides, gamification in education is an additional technique to keep learning
entertaining, interactive, and useful. Also, learning the skills of the twenty-first century
provides an effective and appropriate environment for assessment. Through the review of
studies, gamification’s primary goals are indicated in improving specific skills, identify-
ing objectives that motivate learning, engaging students, maximizing learning, and promot-
ing change in attitudes. There is still a different indication of the concept of gamification.
According to the studies, gamification in educational activities faces multiple difficulties
such as technological infrastructure, Internet service provision, and the intention of both
students and teachers to use this tool.
Instructive designers need to develop an innovative idea for each of the educational con-
tent, the different student requirements, and the use of appropriate gamification elements.
Through the studies that were addressed, the purpose of using gamification in the field
of e-learning was to encourage teachers and introduce the playing environment, interact
with colleagues, enhance flexibility, and inspire students. Using gamification in the field
of e-learning also improves the educational process as well as meet the requirements of
the current generation. Consequently, many platforms have been used to carry out gami-
fication activities for students and teachers, such as (Socrative, Edmodo, Kahoot Quizizz,
Gamification Applications inE-learning: ALiterature Review
1 3
Mentimeter, Padlet, Flubaroo, Google forms, Edpuzzle). The current study recommends
that designers should pay more attention to the scientific content and caution in using the
elements of play in the educational process to give the desired result. Also, they should
make sure that students understand the rules of the game, the game should be reasonably
familiar to most learners, the short duration and simplicity of the game, and the clarity of
its laws. As well, encouraging both students and teachers in different levels of education to
be familiar with the concept of gamification.
The limitations of this study were to review the literature conducted between 2014 and
2020. Therefore, this study recommended further research to establish an empirical inves-
tigation of the most useful elements that are used in gamified online learning. Then the
results can be more easily compared and strengthened. In other words; Further research is
needed to establish. We also notice that the number of papers published about gamification
is somehow focused on explanation and theoretical information. This study is thought to
contribute significantly to studies on the use of gamification applications in online edu-
cation. It reinforces previous studies and identifies many useful study topics that can be
explored to advance the field. Also, it contributes to future directions on strategies for gam-
ification in online education for researchers and practitioners.
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