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In learning contexts, gamification is a technique to motivate learners and enhance their participation to learning activities by applying game elements and components. But it still pays little attention to the using gamification in Adult learning activities. Through a systematic literature review, this study investigates the literature on the motivational and behavioral theories underlying gamification in the context of learning to synthesize the essential factors to enhanced learning. This paper presents a conceptual model of gamification in learning context.  A theory-driven model was created in order to categorize into multi-dimensional model. In addition, this model can be extended to any kind of games not only educational games because the whole gaming experience is based on the same theory as human learning. It originates from behavioral science and it has progressed well-stablished learning algorithm. By investigating and synthesizing the earlier studies and categorizing them in accordance with a contemporary approach, a conceptual model for gamification of adult learning has been proposed. Then in order to validate and test this theory-driven model should be implemented and tested in experimental studies involving organization employees.

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SARA NAZIFIFARD (Iran) 10127
Scientific production

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HASAN ZAREI MATIN (Iran) 10129
Scientific production
SEYED MOHAMMAD BAGHER JAFARI (Iran) 10131
Scientific production
HAMIDREZA YAZDANI (Iran) 10132
Scientific production

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Approved