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A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks

Rozi F.a, Rosmansyah Y.a, Dabarsyah B.a

a School of Electrical Engineering and Informatics, Institut Teknologi Bandung, Bandung, Indonesia

[vc_row][vc_column][vc_row_inner][vc_column_inner][vc_separator css=”.vc_custom_1624529070653{padding-top: 30px !important;padding-bottom: 30px !important;}”][/vc_column_inner][/vc_row_inner][vc_row_inner layout=”boxed”][vc_column_inner width=”3/4″ css=”.vc_custom_1624695412187{border-right-width: 1px !important;border-right-color: #dddddd !important;border-right-style: solid !important;border-radius: 1px !important;}”][vc_empty_space][megatron_heading title=”Abstract” size=”size-sm” text_align=”text-left”][vc_column_text]© 2019 IEEE.Nowadays, learning technologies have solved problems of distance, time, and cost in learning. However, another problem with e-learning, which is lack of student motivation, still remains. Some researchers must apply gamification in e-learning with the aim of giving participation and increasing student motivation. Characteristics of different users, the same learning content, and static gamification elements do not increase the expected motivation. To overcome this problem, gamification must be adapted to the characteristics of the learners. This study uses a Systematic Literature Review (SLR) to analyze research components, methods, and framework used in adaptive gamification. The first step is to determine the research question (RQ) and then to search on several kinds of literature published in popular journal databases, namely IEEE Xplore, Science Direct, Scopus, Springerlink and ACM from 2011 – 2019. As a result of a review of 25 selected articles, there are four components of adaptive gamification, namely, player/learner profiles, learning style, behavior, and skill/knowledge. Meanwhile, there are eleven types of methods used in adaptive gamification. The most popular method is scoring and Felder-Silverman Learning Style Model (FSLSM). Generally, the proposed framework consists of three elements namely adaptive gamification engine, adaptive component, and gamification display.[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Author keywords” size=”size-sm” text_align=”text-left”][vc_column_text]Adaptive components,Learning contents,Learning Style,Learning technology,Research questions,Student motivation,Systematic literature review,Systematic literature review (SLR)[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Indexed keywords” size=”size-sm” text_align=”text-left”][vc_column_text]adaptive,e-learning,gamification,SLR,systematic literature review[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Funding details” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”DOI” size=”size-sm” text_align=”text-left”][vc_column_text]https://doi.org/10.1109/ICEEI47359.2019.8988857[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/4″][vc_column_text]Widget Plumx[/vc_column_text][/vc_column_inner][/vc_row_inner][/vc_column][/vc_row][vc_row][vc_column][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][/vc_column][/vc_row]