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Table 1 Inclusion and exclusion criteria

From: Gamification of e-learning in higher education: a systematic literature review

Criteria

Inclusion

Exclusion

Subject

Gamification (defined as the using of game elements in a non-game context)

Using gamification to refer to game-based learning, serious games, games, video games

Context

Online learning

Conventional learning

Educational level

Higher education

Other settings different from higher education (e.g., work, medicine, elementary school) or no specification about the educational level

Participants

Undergraduate or graduate students

Professors, managerial levels