A framework for gamified E-learning systems acceptance in Saudi Arabian universities
A framework for gamified E-learning systems acceptance in Saudi Arabian universities
E learning is an essential approach, and one which complements the traditional teaching approach. The use of e learning has increased due to the rapid development of Information and Communication Technology (ICT). This growth has encouraged many institutions to adopt e learning and use it to train, teach, and deliver learning to students. However, the success of e learning is tied to learners’ willingness to accept the system through which learning is delivered. Many education institutions and e-learning development parties tend to find ways to increase students’ willingness to accept e learning, one of which is gamification. This paper provides an in-depth review about the importance of gamification and how it can be beneficial when involved in education, along with a literature review of e-learning and e-learning systems.
E-Learning, E-Learning systems, Gamified E-Learning systems, Gamification
Alzahrani, Abdullah, Ibrahim A
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Alharthi, Abdulrahman, Ayad
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Alassafi, Madini, Obad
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Albugmi, Ahmed, Nammas
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Walters, Robert
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Wills, Gary
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Alzahrani, Abdullah, Ibrahim A
a2f6b6bb-ddfe-49b6-a56b-8d72b2ffd7c2
Alharthi, Abdulrahman, Ayad
3095419b-deca-441f-a80b-1df9e06c4964
Alassafi, Madini, Obad
231b07cb-5a2c-4875-b213-e7c32f328863
Albugmi, Ahmed, Nammas
1a71b04a-fe48-42a5-958e-cb91d103b371
Walters, Robert
7b8732fb-3083-4f4d-844e-85a29daaa2c1
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
Alzahrani, Abdullah, Ibrahim A, Alharthi, Abdulrahman, Ayad, Alassafi, Madini, Obad, Albugmi, Ahmed, Nammas, Walters, Robert and Wills, Gary
(2018)
A framework for gamified E-learning systems acceptance in Saudi Arabian universities.
In The IRES -332nd International Conference on E-Education, E- Business, E-Management and E-Learning (IC4E).
The IRES..
(In Press)
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Conference or Workshop Item
(Paper)
Abstract
E learning is an essential approach, and one which complements the traditional teaching approach. The use of e learning has increased due to the rapid development of Information and Communication Technology (ICT). This growth has encouraged many institutions to adopt e learning and use it to train, teach, and deliver learning to students. However, the success of e learning is tied to learners’ willingness to accept the system through which learning is delivered. Many education institutions and e-learning development parties tend to find ways to increase students’ willingness to accept e learning, one of which is gamification. This paper provides an in-depth review about the importance of gamification and how it can be beneficial when involved in education, along with a literature review of e-learning and e-learning systems.
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Accepted/In Press date: 4 February 2018
Venue - Dates:
The IRES - 332nd International Conference on E-Education, E-Business, E-Management and E-Learning, , Istanbul, Turkey, 2018-02-22 - 2018-02-23
Keywords:
E-Learning, E-Learning systems, Gamified E-Learning systems, Gamification
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Local EPrints ID: 417307
URI: http://eprints.soton.ac.uk/id/eprint/417307
PURE UUID: 97d8609b-7ccb-4d94-b477-e57b509dd265
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Date deposited: 29 Jan 2018 17:30
Last modified: 12 Dec 2021 02:54
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