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Analysis of Gamification Elements in E-Learning

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Learning and Collaboration Technologies (HCII 2024)

Abstract

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.

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Acknowledgements

Part of this work was funded by the German Federal Ministry of Education and Research (BMBF) grant number 21INVI2302 within the project NetÖV.

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Reif, B.A., Schluifer, K., Mayas, C., Hirth, M. (2024). Analysis of Gamification Elements in E-Learning. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. HCII 2024. Lecture Notes in Computer Science, vol 14723. Springer, Cham. https://doi.org/10.1007/978-3-031-61685-3_8

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