期刊名称:International Journal of Emerging Technologies in Learning (iJET)
印刷版ISSN:1863-0383
出版年度:2022
卷号:17
期号:8
页码:32-41
DOI:10.3991/ijet.v17i08.29777
语种:English
出版社:Kassel University Press
摘要:Current technological advancements urge institutions to generate graduates capable of contributing to the industrial world. Information Systems is one of the scientific subjects whose graduates play a significant part in the advancement of modern technology. As a result, lecturers in Information Systems education, particularly at the undergraduate level, must be able to retain and even improve students' interest in studying this field. Gamification is one method that can be used to accomplish this purpose. The goal of this study is to identify factors that determine the successful implementation of gamification for learning, particularly in the context of Information Systems Education at the undergraduate level. This study's methodology is based on a systematic literature review technique from previous studies. Motivation, engagement, perceived utility, game design, and student perspective were identified as elements influencing the effective use of gamification for learning, particularly in the field of Information Systems education.
关键词:gamification;higher education;information systems