INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION
Abstract & Details
Research Area
Management
Keywords
Gamification
effective learning
increased motivation
rewards
exclusive content
Abstract
This study aims to understand how the learning experience of users of e-learning platforms can be enhanced through the incorporation of game-like elements. The research questions and objectives have been set based on the aim of this study. This part analyzes how the gamification approach in e-learning platforms increases the learning experiences of users. Additionally, the interaction process between e-learning apps and learners through the introduction of the gamification process is discussed briefly. The study has collected information regarding the gamified learning process in e-learning platforms through a primary quantitative method. Collecting data through the primary method helps in gathering the views of people regarding the topic, whereas quantitative information provides numeric values that assist in explanation through analysis. Sixty participants were chosen randomly to conduct the survey and collect information, which was analyzed using SPSS software. Users are motivated to learn more quickly and effectively when learning materials have game-like elements that offer rewards upon completion. The learning experience is enhanced, and learners' memory span is increased when they use the game's structured learning approach. It is visible. Through the introduction of levels, points, and badges awarded for completing a specific learning task within the allotted time, gamification highlights the progression process. The use of the quantitative data collection method has immensely helped this study to acknowledge how gamified learning experiences can increase the motivation of users to engage with e-learning platforms. The analysis of the information has helped in linking the relation between findings and existing information effectively.
License
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Author Information
| # | Name | Institute / Affiliation |
|---|---|---|
| 1 | Divyansh Gupta | UCD Michael Smurfit Graduate Business School, University College Dublin |
| 2 | Shivam Kameshwar Sahu | UCD Michael Smurfit Graduate Business School, University College Dublin |
| 3 | Akash Kumar | UCD Michael Smurfit Graduate Business School, University College Dublin |
| 4 | Yash Sharma | UCD Michael Smurfit Graduate Business School, University College Dublin |
How to Cite
Use the following formats to cite this article in your research.
APA Style
Gupta, Divyansh, Sahu, Shivam Kameshwar, Kumar, Akash, & Sharma, Yash (2024). INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION. International Journal of Advance Research and Innovative Ideas In Education, 10(2), 1341-1353.
MLA Style
Gupta, Divyansh, et al. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION." International Journal of Advance Research and Innovative Ideas In Education, vol. 10, no. 2, 2024, pp. 1341-1353.
IEEE Style
Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma, "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION," International Journal of Advance Research and Innovative Ideas In Education, vol. 10, no. 2, pp. 1341-1353, 2024.
Vancouver Style
Gupta Divyansh, Sahu Shivam Kameshwar, Kumar Akash, Sharma Yash. INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION. International Journal of Advance Research and Innovative Ideas In Education. 2024;10(2):1341-1353.
Harvard Style
Gupta, Divyansh, Sahu, Shivam Kameshwar, Kumar, Akash, & Sharma, Yash (2024) 'INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION', International Journal of Advance Research and Innovative Ideas In Education, 10(2), pp. 1341-1353.
Chicago Style
Gupta, Divyansh, et al. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION." International Journal of Advance Research and Innovative Ideas In Education 10, no. 2 (2024): 1341-1353.
Turabian Style
Gupta, Divyansh, et al. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION." International Journal of Advance Research and Innovative Ideas In Education 10, no. 2 (2024): 1341-1353.
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