From: Gamification of e-learning in higher education: a systematic literature review
Paper | Level of detail | Type | Profundity | Validation | ||
---|---|---|---|---|---|---|
high-level approach | Scenario based approach | Gamification elements guidance | ||||
1. Urh et al. (2015) | x | x | x | |||
2. Mi et al. (2018) | x | x | x | |||
3. Huang and Hew (2018) | x | x | x | x | ||
4. Carreño (2018) | x | A | x | |||
5. Kamunya et al. (2020) | x | A | x | |||
6. Legaki et al. (2020) | x | x | x | |||
7. Alsubhi and Sahari (2020) | x | x | x | |||
8. Winanti et al. (2020) | x | x | x | |||
9. Bencsik et al. (2021) | x | x | x | |||
10. Fajri et al. (2021) | x | x | x | |||
11. Alsubhi et al. (2021) | x | x | x | X (With experts) | ||
12. Yamani (2021) | x | x | x | |||
13. Al Ghawail et al. (2021) | x | x | x | |||
14. Sofiadin and Azuddin (2021) | x | x | x | |||
15. Júnior and Farias (2021) | x | x | x | x | ||
16. Bernik (2021) | x | x | x | |||
17. de la Peña et al. (2021) | x | x | x | x |