Applying Gamification in E-Learning as an Approach to Enhancing Motivation
il: K. Marinova
Additional contact information
il: K. Marinova: D. A. Tsenov Academy of Economics, Svishtov, Bulgaria
Innovative Information Technologies for Economy Digitalization (IITED), 2025, issue 1, 236-242
Abstract:
Gamification is the use of game mechanisms and elements in a non-gaming context to increase motivation and engagement. Education is a particularly relevant field of application, with significant opportunities opening in the application of the e-learning approach. Upgrading traditional e-learning platforms with technologies offering game elements – such as interactive platforms, quizzes, immersive technologies, and artificial intelligence systems – makes learning more personalized and effective. The application of the gamification approach also carries risks, especially in terms of superficial gamification ("pointsification"), excessive competition that shifts the focus away from learning, as well as accessibility and ethics issues. For this reason, its successful implementation is the result of a combination of well defined pedagogical goals and appropriate technologies to stimulate the motivation and engagement of learners.
Date: 2025
References: Add references at CitEc
Citations:
Downloads: (external link)
https://www.unwe.bg/doi/iited/2025/IITED.2025.29.pdf (application/pdf)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:nwe:iitfed:y:2024:i:1:p:236-242
Access Statistics for this article
More articles in Innovative Information Technologies for Economy Digitalization (IITED) from University of National and World Economy, Sofia, Bulgaria Contact information at EDIRC.
Bibliographic data for series maintained by Vanya Lazarova ().