Study on the use of gamification in e-learning platforms: behavioral theories, participation rates and usage experiences
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Abstract
Gamification is understood as the application of elements of games in external environments that are not necessarily games in order to promote the motivation and participation of users. In the educational context, the learning process is stimulated in this way. The use of gamification in these environments could be a solution to the low participation rates and commitment of users on platforms such as moocs. This analysis has the ambition to identify experiences of other researchers regarding the presence of this tactic in these digital environments, through documentary and comparative research according to their experiences, contrasting their results and findings, as well as associating theoretical perspectives for the gamification research proposed by De Liu, Radhika Santhanam and Jane Webster (2016). The objective is to discuss the application of gamification elements in an online learning environment; conceptualize the dynamics of gamification, highlight the findings of researchers regarding this topic, the theoretical perspectives of gamification and its relationship with the motivation and commitment of users. As expectations of results, it is expected that we can generate a better understanding of the literature on the use of gamification, this being a trigger
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