Applying The Concept of Gamification On Educational Platforms
Applying The Concept of Gamification On Educational Platforms
Applying The Concept of Gamification On Educational Platforms
University of Khartoum
Faculty of Mathematical Sciences
• Out of Scope:
The study will not assess user experiences comprehensively and will focus solely on
first-year students, rather than encompassing all academic years due to constraints of
time and resources
Challenges
• Due to time constraints, the project will not include
testing and evaluation phases, this means that the
gamification features will be implemented without
testing for bugs or usability issues. Additionally, there
will be no opportunity to gather user feedback or
make any improvements, which may affect the
platform's effectiveness.
Literature Review
Chapter(2)
Related Work
Evaluation of Previous Survey Results: A Comparative Study
with Current Literature
Points
The most affective elements
Levels
Badges/Achievements
Leaderboards
Methodology
Chapter(3)
proposed process
Research Operational Frame Work
Research Timeline
References
•Dichev, C. and Dicheva, D. (2017) ‘Gamifying education: what is known, what is
believed and what remains uncertain: a critical review’, International Journal of
Educational Technology in Higher Education. Springer Netherlands, p. 9. Available
at: https://doi.org/10.1186/s41239-017-0042-5.
•Ortega-Arranz, A. et al. (2017) ‘How gamification is being implemented in MOOCs?
A systematic literature review’, in Lecture Notes in Computer Science (including
subseries Lecture Notes in Artificial Intelligence and Lecture Notes in
Bioinformatics), pp. 441–447. Available at: https://doi.org/10.1007/978-3-319-66610-
5_40.