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The Gamification Model for E-Learning Participants Engagement

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Smart Education and e-Learning 2016

Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 59))

Abstract

The active use of Information and Communication Technologies (ICT) caused the creation of new ICT application models in various sectors. Due to that, education is getting more and more interactive as more concepts of smart education are implementing into learning process. The new smart ways of learning bring new challenges to manage the learning processes and make them as much evolving as possible at the same time opening new self-learning opportunities through gamification as an effective engaging learning method. The aim of this article is to present the gamification model for e-learning participants’ engagement. The objectives of the paper: (1) Overview the existing approaches and models of gamification; (2) Present the design of gamification model for participants’ engagement; (3) Present the results of implementation of the gamification model.

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Acknowledgements

This paper has been partially supported by Educational content modernization using new methods and tools for competences development of educators.

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Correspondence to Danguole Rutkauskiene .

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Rutkauskiene, D., Gudoniene, D., Maskeliunas, R., Blazauskas, T. (2016). The Gamification Model for E-Learning Participants Engagement. In: Uskov, V., Howlett, R., Jain, L. (eds) Smart Education and e-Learning 2016. Smart Innovation, Systems and Technologies, vol 59. Springer, Cham. https://doi.org/10.1007/978-3-319-39690-3_26

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  • DOI: https://doi.org/10.1007/978-3-319-39690-3_26

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-39689-7

  • Online ISBN: 978-3-319-39690-3

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