{"title":"A Review of Methods for Adaptive Gamified Learning Environments","authors":"Yasmeen Alomair, Salah Hammami","doi":"10.1109/ICCAIS48893.2020.9096871","DOIUrl":null,"url":null,"abstract":"Most of E-learning environments have designed over a \"one-size-fits-all\" approach. Therefore, they are swiftly abandoned by learners in spite of their effectiveness. Providing a more user-centered gamified framework is a critical solution to attract various types of learners and meet their goals, needs, and preferences. It can motivate learners to use learning environments and increase their popularity. In learning environments, the adaptivity concept handles the problem of meeting different types of learners. Gamification aims to increase learners' motivation and engagement inside the adaptive environment by integrating several game features (e.g., badges, leaderboard, level). This paper reviews methods that have applied to incorporate adaptivity and gamification into learning environments. It might serve as a basis for researchers concerning the improvement of learning environments via adaptivity and gamification. Besides, it scales the horizon of opportunities in finding new methods to develop adaptive gamified E-learning environments.","PeriodicalId":422184,"journal":{"name":"2020 3rd International Conference on Computer Applications & Information Security (ICCAIS)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 3rd International Conference on Computer Applications & Information Security (ICCAIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCAIS48893.2020.9096871","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
Most of E-learning environments have designed over a "one-size-fits-all" approach. Therefore, they are swiftly abandoned by learners in spite of their effectiveness. Providing a more user-centered gamified framework is a critical solution to attract various types of learners and meet their goals, needs, and preferences. It can motivate learners to use learning environments and increase their popularity. In learning environments, the adaptivity concept handles the problem of meeting different types of learners. Gamification aims to increase learners' motivation and engagement inside the adaptive environment by integrating several game features (e.g., badges, leaderboard, level). This paper reviews methods that have applied to incorporate adaptivity and gamification into learning environments. It might serve as a basis for researchers concerning the improvement of learning environments via adaptivity and gamification. Besides, it scales the horizon of opportunities in finding new methods to develop adaptive gamified E-learning environments.