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Designing Gamified E-Learning Experiences through Learner Motivation

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Gamification in E-learning has improved learners' experience by identifying learning motivation, increasing the development of different skills among learners, and making learning enjoyable. The correlation gap between learners' motivation and gamification seems to be missing in different studies. This research paper aims to identify and design gamification elements on Learning Platforms based on learners' motivation. With learners' motivation, several gamified elements such as personalization can be identified and planned accordingly. Particularly, this paper shows the correlation between learners' motivation and the personalization gamification element. We have followed the Octalysis Gamification Framework for designing different gamification elements and a Short Self-regulatory questionnaire(SSRQ) to identify the learner's motivation. This study holds relevance to all the educational institutions and gamification researchers by providing a framework for implementation of Gamification Elements in the Online learning system.
Institute of Electrical and Electronics Engineers (IEEE)
Title: Designing Gamified E-Learning Experiences through Learner Motivation
Description:
Gamification in E-learning has improved learners' experience by identifying learning motivation, increasing the development of different skills among learners, and making learning enjoyable.
The correlation gap between learners' motivation and gamification seems to be missing in different studies.
This research paper aims to identify and design gamification elements on Learning Platforms based on learners' motivation.
With learners' motivation, several gamified elements such as personalization can be identified and planned accordingly.
Particularly, this paper shows the correlation between learners' motivation and the personalization gamification element.
We have followed the Octalysis Gamification Framework for designing different gamification elements and a Short Self-regulatory questionnaire(SSRQ) to identify the learner's motivation.
This study holds relevance to all the educational institutions and gamification researchers by providing a framework for implementation of Gamification Elements in the Online learning system.

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