E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, United States ISBN 978-1-939797-35-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
In recent years, there has been an increasing interest in applying game-related principles in Technology Enhanced Learning (TEL). Implementation of game elements in non-game contexts i.e. the gamification, has tremendous potential in the education space and have emerged as a powerful application for improving the learning experience. In addition, current researches are investigating cross-references between personalized learning, learning analytics and gamification in order to create an optimal framework for TEL. In this manner a term Gamification 3.0 raises, referring to delivery of personalized and richer, contextually relevant gamified experience.
In this paper, we propose the Learning Style Gamification Model (LSGM) for higher education based on students’ learning styles and their actions and behavior in e-learning environments. Case study approach with the qualitative and quantitative analysis is used to identify which game elements could provide a positive influence on students’ learning for specific learning style
Zaric, N. & Scepanovic, S. (2018). Gamification of e-learning based on learning styles –design model and implementation. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 723-729). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved February 23, 2019 from https://www.learntechlib.org/primary/p/185026/.
© 2018 Association for the Advancement of Computing in Education (AACE)
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