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Table 2 Experimental studies on gamification of e-learning in higher education

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

Paper

Game elements

Underpinning theories

1. Romero-Rodriguez et al. (2019)

Badges, Leaderboards, Challenges

A method based on principles established by the paper (Llorens-Largo et al., 2016) was considered when designing the gamified strategies of the 12 MOOCs, namely: Simplicity, feedback, real time, progress, autonomy, individual responsibility. To analyze and evaluate the gamified platform of the energy sustainability-related MOOCs, the study used E-MIGA theoretical taxonomy: Integrated theoretical gamification model in e-learning environments which is proposed by (Dicheva, Dichev et al. 2015)

2. Bernik et al. (2019)

Avatars, Points, Badges, Feedback, Challenges, Simplified graphical interface, Dynamic graphical interface, Story (narrative), Epic meaning, Social networks and web services, Visualization of all obligations, Advancements within the e-course, E-course completion status, Synchronous communication chat, Asynchronous communication forum, Nonlinear use of teaching materials, Collaboration, Interactive repetition and assessment, Top listing and ranking of students, Detection of systems and teaching materials, Elements of surprises within the e-module, Conditional access to teaching materials, Countdown of time

A conceptual model for gamifying e-learning courses was developed based on the work of authors like (Schonfeld, 2010), (Deterding et al., 2011a, 2011b; Deterding, 2012), (Werbach & Hunter, 2012) and (Chou, 2015)

3. Facey-Shaw et al. (2020)

Badges

A gameful design based on self-determination theory SDT (Ryan & Deci, 2000) which provides a framework for examining human motivation through its focus on innate psychological needs (competence, autonomy and relatedness)

4. Bernik et al. (2017)

Avatars, Achievements, Challenges, Behavioral momentum, Productivity, Ownership, Points, Bonuses, Introduction with the information, "Combo" effect × 3, Joint collaboration, Regular rewarding, Status, Epic meaning, Surprise, Advancement, Tasks and challenges, Endless duration of the game, Levels, Loss of aversion, Conscious risk, Optimism, "Addiction"/Commitment to the game

Used gamification mechanics and aesthetics derived from (Nielson, 2017) and (Schonfeld, 2010)

5. Guérard-Poirier et al. (2020)

Checklist (progression), Feedback, Points, Scoreboard, Progress bar, Leaderboard

Not specified

6. Kasinathan et al. (2018)

Scoreboard (points), Time progress bar (time for each question), Challenges

Not specified

7. Kyewski and Krämer (2018)

Badges

Self-determination theory SDT (Ryan & Deci, 2000)

Social comparison theory

8. Dikcius et al. (2021)

Rewards

The social exchange theory (SET)

The cognitive evaluation theory (CET)

9. Yildirim (2017)

Emotions, Constraints in design, Advancement structure, Narration technique, Chance, Competition, Cooperation, Exchange, Challenge, Points, Badges, Levels, XP, Leaderboards, Medals

A method combining gamification principles for determining additional educational attainments and the framework (Allen, 2007) to balance the difficulty of levels

10. Fajiculay et al. (2017)

Badges, Challenges

Not specified

11. Pilkington (2018)

Points, Badges, Leaderboard, Levels, avatars, Individual and group feedback, Journey motif (narrative)

SDT (Self-determination Theory) perspective (Ryan & Deci, 2000)

Guided didactic conversation

12. Khaleel et al. (2019)

Stages, Time (countdown), Points, Badges, Leaderboards, Levels

A gamification model was constructed according to student preferences

13. Pérez-López et al. (2017)

Settings, Challenges & missions, Scores, Levels, Rewards, Commitments, Atmosphere, Objectives

Followed the guidelines given by (Kapp 15 mai 2012)

14. Tsay et al. (2018)

Challenges, Freedom to fail, Free to choose, Feedback mechanism, Sense of autonomy, Badges, Content unlocking, Leaderboards, Levels of learning tasks, Competition, Cooperation, Social engagement, Time-based activities

Situated motivational affordance theory (Deterding et al., 2011a, 2011b)

User-centered design (Nicholson, 2012)

15. Aşıksoy (2018)

Time limit, XP Points, Badges, Leaderboards, Levels, Feedback

Not specified

16. Khaleel et al. (2020)

Points, Leaderboard, Badges

Not specified

17. Gunawan and Jupiter (2018)

Challenges, Points, Badges, leaderboard

Not specified

18. Bilgin and Gul (2020)

Challenges/tasks, (individual, group, social) Points, (group, individual) leaderboards, Badges, Feedback, Goals, Characters (avatars), Rules, Collaboration/ social activities, Competition, Levels

Used principles from:

 (Kapp 15 mai, 2012)

 (Simões et al., 2013)

19. Buckley and Doyle (2017)

Achievements, Avatars, Badges, Boss fights, Collections, Combat content unlocking, Gifting, Leaderboards levels, Points, Levels, Points, Quests social graphs, Teams, virtual goods

Not specified

20. Sanchez et al. (2020)

Feedback (encouraging messages), Progress bar, Wager option

Theory of gamified learning (Landers, 2014)

21. Asiksoy and Canbolat (2021)

Badges, Experience points, Leaderboards, Levels, Instant feedback

Not specified

22. Adams and Du Preez (2021)

Points, Badges, Leaderboards, Levels, Clear goals, Feedback, Rewards, Progress bar, Challenges, Relationships, Cooperation, Competition, Teams

Guidelines offered by:

 (Kapp 15 mai 2012)

 (Werbach & Hunter, 2012)

23. Garnett and Button (2018)

Digital badges

Not specified

24. Castro and Gonçalves (2018)

Progress bars, Level up, Ranking, badges

Not specified

25. Coleman (2018)

Badges

Not specified

26. Ropero-Padilla et al. (2021)

Freedom of choice (creating groups), Meaningful purpose (customizing groups: using avatars for each group), Feedback, visibility of progress and path to destination, Ranking score

Not specified

27. Gündüz and Akkoyunlu (2020)

Points, Levels, Badges and achievements, Collections, Weekly and general leaderboards teammates and statistical graphs

Not specified

28. Milenković et al. (2019)

Badges, Leaderboards, Quests, competition

Not specified

29. Donath et al. (2020)

Quests, Challenges, Feedback, progress bar, Badges using BadgR.io system, Level up! Plugin that extends the use of:

 Experience points

 Levels

 Leaderboards

 Avatars

A conceptual design is proposed to model the learner’s journey using gamification elements, this approach talks about the gamification concepts that are suitable to use for each phase of the learning process so as to meet the education sustainable development needs

30. Pakinee and Puritat (2021)

Points, Levels, Leaderboards, Progress bars, Avatars, Challenges

A framework was adapted based on methods proposed by Alcivar and Abad (2016) and Cechetti, Bellei et al. (2019)

31. van Roy and Zaman (2019)

Challenges, Leaderboards, Badges, Group competition, Group points, Podium like leaderboard, Avatars (group profile with name and logo)

A framework based on Self Determination Theory (Ryan & Deci, 2000) and (van Roy & Zaman, 2017) used as guides to design the gamified platform

32. Ahmed and Asiksoy (2021)

Badges, Experience points, Leaderboards, Levels, Feedback, Timers

Not specified

33. Marín et al. (2019)

Points, Medals, Challenges, Leaderboards, Keys to unlock video lessons

Used MDA framework described in Hunicke et al. (2004)

34. De-Marcos et al. (2020)

Badges, Achievements, Points, leaderboard

A design process based on Self Determination theory SDT (Ryan & Deci, 2000)’s guidelines for the inclusion and design of gamified social elements

35. Donnermann et al. (2021)

Points, Badges

A gamification design based on guidelines from van Roy and Zaman (2017) and Aparicio, Vela et al. (2012)

36. Dias (2017)

Challenges, Points, Badges, Personalized feedback, Leaderboards

Based on Huang and Soman’ gamification process (Wendy Hsin-Yuan Huang 2013) which is a five step process

37. Smith (2017)

Challenge, Feedback

Theory of gamified learning (Landers, 2014) was considered in the gamification process

38. Hisham and Sulaiman (2017)

Onboarding phase, Rewards, Leaderboard

Not specified

39. Jianu and Vasilateanu (2017)

Experience points, Levels, Ranks, Challenges, Instant feedback

Not specified