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Utilisation of gamification in higher education: a quick reference

  • Mohammed Awad
  • , Khouloud Salameh
  • , Aneesa Al Redhaei
  • , Salam Fraihat
  • American University of Ras Al Khaimah
  • Ajman University

Research output: Contribution to journalArticlepeer-review

1 Scopus citations

Abstract

The educational landscape has undergone a prominent transformation in recent years, driven by technology and evolving pedagogical methods. Gamifying educational content, especially in engineering and computing, has become a common practice to enhance student engagement, motivation and academic performance. The impact of gamification has been thoroughly investigated in the literature. This article aims to highlight recent studies, provide insights on the subject matter and report their findings. This review serves as a quick reference point to the latest research conducted in this field as it explores gamification. Via this research, the authors hope to equip educators and decision-makers with the knowledge to navigate learning challenges and motivation issues to reshape how educators can inspire and empower university students.

Original languageEnglish
Pages (from-to)177-182
Number of pages6
JournalGlobal Journal of Engineering Education
Volume25
Issue number3
StatePublished - 2023

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Gamification
  • distance learning
  • educational technology
  • on-line education

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