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Gamification Model for Developing E-Learning in Libyan Higher Education

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Smart Education and e-Learning 2021 (KES-SEEL 2021)

Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 240))

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Abstract

This paper presents the utilization of the gamification model in the Libyan higher education context and investigates its contribution in creating new learning procedures to complete a task, and to develop the learners’ inspiration, accomplishment and motivation for inclusion of gamification. It also aims to incorporation of gamification into E-Learning within the institutions of the Libyan higher education, for using this model with students’ motivation and perception. Additionally, it presents this learning model in terms of ADDIE, these five key elements of the ADDIE model include: Analysis, Design, Development, Implementation, and Evaluation. The model includes important elements in e-learning. The results of this study show that motivation platform of gamification enables each student to recognize another student for a certain task related to learning process sharing, and to use different gamification elements (leader boards, points, scoring, levels, challenges to solve, incentives, student picture, team rewards, and badges).

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Al Ghawail, E.A., Ben Yahia, S., Alrzini, J.R. (2021). Gamification Model for Developing E-Learning in Libyan Higher Education. In: Uskov, V.L., Howlett, R.J., Jain, L.C. (eds) Smart Education and e-Learning 2021. KES-SEEL 2021. Smart Innovation, Systems and Technologies, vol 240. Springer, Singapore. https://doi.org/10.1007/978-981-16-2834-4_9

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