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 |