Meta-analysis of the Influence of Gamification Elements on Motivation on E-learning Platforms

  • Gamification is the use of game elements in a non-game context to encourage desired behaviours. It has been identified as a promising strategy for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning efforts without focusing directly on the gamification elements and their impact, a research gap was identified. Based on the studies analysed, the most commonly used gamification elements in the literature were identified and examined to determine whether there are any significant results in terms of motivational changes. Three areas of research questions were formulated for this meta-analysis: Which gamification elements should be used to increase learning motivation in asynchronous e-learning? Which success factors should be considered to increase the motivation of the learners when using gamification elements? Is there a specific selection of gamification elements that significantly increase motivation in asynchronous e-learning? The literatureGamification is the use of game elements in a non-game context to encourage desired behaviours. It has been identified as a promising strategy for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning efforts without focusing directly on the gamification elements and their impact, a research gap was identified. Based on the studies analysed, the most commonly used gamification elements in the literature were identified and examined to determine whether there are any significant results in terms of motivational changes. Three areas of research questions were formulated for this meta-analysis: Which gamification elements should be used to increase learning motivation in asynchronous e-learning? Which success factors should be considered to increase the motivation of the learners when using gamification elements? Is there a specific selection of gamification elements that significantly increase motivation in asynchronous e-learning? The literature search process followed the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. Afterward, the studies were examined to determine their relevance based on defined inclusion and exclusion criteria. The next step was title and abstract screening, followed by a full-text screening. A complementary search of the included literature was then conducted using snowballing techniques. Finally, the most relevant literature was reviewed using quality assessment criteria. Our analysis concluded that the most promising gamification elements are badges, leaderboards, level up systems and progress bars. The combination of elements increases users’ motivation significantly, especially the combination of badges with leaderboards or level up systems. These insights can contribute to the design of e-learning platforms and online courses.show moreshow less

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Metadaten
Author:Heidi Schuhbauer, Tobias Harald Popp
DOI:https://doi.org/10.1007/978-3-031-66462-5_13
ISBN:9783031664618
ISSN:2662-5628
Parent Title (English):Cognition and Exploratory Learning in the Digital Age
Publisher:Springer Nature Switzerland
Place of publication:Cham
Document Type:Part of a Book
Language:English
Date of first Publication:2024/08/09
Reviewed:Begutachtet/Reviewed
Release Date:2024/12/09
Pagenumber:18
First Page:239
Last Page:256
institutes:Fakultät Informatik
Research Themes:Digitalisierung & Künstliche Intelligenz
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