Common game elements used to boost engagement in online university courses
In short: A systematic review of 39 studies on digital higher education found that points, badges, and leaderboards are the most frequent tools used to gamify e-learning. While these structural elements are common, researchers also observed an increasing use of more complex features like storytelling and challenges.
The review analyzed existing research to identify which game design elements are currently used to combat low completion rates in online learning. While the study highlights a trend toward personalized gamification, it also found that very few of the analyzed studies were actually based on motivational theories or established theoretical frameworks.
Why it matters: Most gamified e-learning relies on simple mechanics like points and badges rather than deep psychological or theoretical frameworks.
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Sources
- Source: Research: Khaldi et al. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments. · cc-by
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