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Title: :  INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION
PaperId: :  22901
Published in:   International Journal Of Advance Research And Innovative Ideas In Education
Publisher:   IJARIIE
e-ISSN:   2395-4396
Volume/Issue:    Volume 10 Issue 2 2024
DUI:    16.0415/IJARIIE-22901
Licence: :   IJARIIE is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Author NameAuthor Institute
Divyansh GuptaUCD Michael Smurfit Graduate Business School, University College Dublin
Shivam Kameshwar SahuUCD Michael Smurfit Graduate Business School, University College Dublin
Akash KumarUCD Michael Smurfit Graduate Business School, University College Dublin
Yash SharmaUCD Michael Smurfit Graduate Business School, University College Dublin

Abstract

Management
Gamification, effective learning, increased motivation, rewards, exclusive content
This study aims to understand how the learning experience of users of e-learning platforms can be enhanced through the incorporation of game-like elements. The research questions and objectives have been set based on the aim of this study. This part analyzes how the gamification approach in e-learning platforms increases the learning experiences of users. Additionally, the interaction process between e-learning apps and learners through the introduction of the gamification process is discussed briefly. The study has collected information regarding the gamified learning process in e-learning platforms through a primary quantitative method. Collecting data through the primary method helps in gathering the views of people regarding the topic, whereas quantitative information provides numeric values that assist in explanation through analysis. Sixty participants were chosen randomly to conduct the survey and collect information, which was analyzed using SPSS software. Users are motivated to learn more quickly and effectively when learning materials have game-like elements that offer rewards upon completion. The learning experience is enhanced, and learners' memory span is increased when they use the game's structured learning approach. It is visible. Through the introduction of levels, points, and badges awarded for completing a specific learning task within the allotted time, gamification highlights the progression process. The use of the quantitative data collection method has immensely helped this study to acknowledge how gamified learning experiences can increase the motivation of users to engage with e-learning platforms. The analysis of the information has helped in linking the relation between findings and existing information effectively.

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IJARIIE Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION" International Journal Of Advance Research And Innovative Ideas In Education Volume 10 Issue 2 2024 Page 1341-1353
MLA Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION." International Journal Of Advance Research And Innovative Ideas In Education 10.2(2024) : 1341-1353.
APA Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, & Yash Sharma. (2024). INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION. International Journal Of Advance Research And Innovative Ideas In Education, 10(2), 1341-1353.
Chicago Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION." International Journal Of Advance Research And Innovative Ideas In Education 10, no. 2 (2024) : 1341-1353.
Oxford Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. 'INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION', International Journal Of Advance Research And Innovative Ideas In Education, vol. 10, no. 2, 2024, p. 1341-1353. Available from IJARIIE, http://ijariie.com/AdminUploadPdf/INVESTIGATE_HOW_INCORPORATING_GAME_LIKE_ELEMENTS_IN_E_LEARNING_PLATFORMS_IMPACTS_STUDENT_ENGAGEMENT__MOTIVATION__AND_KNOWLEDGE_RETENTION_ijariie22901.pdf (Accessed : ).
Harvard Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. (2024) 'INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION', International Journal Of Advance Research And Innovative Ideas In Education, 10(2), pp. 1341-1353IJARIIE [Online]. Available at: http://ijariie.com/AdminUploadPdf/INVESTIGATE_HOW_INCORPORATING_GAME_LIKE_ELEMENTS_IN_E_LEARNING_PLATFORMS_IMPACTS_STUDENT_ENGAGEMENT__MOTIVATION__AND_KNOWLEDGE_RETENTION_ijariie22901.pdf (Accessed : )
IEEE Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma, "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION," International Journal Of Advance Research And Innovative Ideas In Education, vol. 10, no. 2, pp. 1341-1353, Mar-App 2024. [Online]. Available: http://ijariie.com/AdminUploadPdf/INVESTIGATE_HOW_INCORPORATING_GAME_LIKE_ELEMENTS_IN_E_LEARNING_PLATFORMS_IMPACTS_STUDENT_ENGAGEMENT__MOTIVATION__AND_KNOWLEDGE_RETENTION_ijariie22901.pdf [Accessed : ].
Turabian Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. "INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION." International Journal Of Advance Research And Innovative Ideas In Education [Online]. volume 10 number 2 ().
Vancouver Divyansh Gupta, Shivam Kameshwar Sahu, Akash Kumar, and Yash Sharma. INVESTIGATE HOW INCORPORATING GAME-LIKE ELEMENTS IN E-LEARNING PLATFORMS IMPACTS STUDENT ENGAGEMENT, MOTIVATION, AND KNOWLEDGE RETENTION. International Journal Of Advance Research And Innovative Ideas In Education [Internet]. 2024 [Cited : ]; 10(2) : 1341-1353. Available from: http://ijariie.com/AdminUploadPdf/INVESTIGATE_HOW_INCORPORATING_GAME_LIKE_ELEMENTS_IN_E_LEARNING_PLATFORMS_IMPACTS_STUDENT_ENGAGEMENT__MOTIVATION__AND_KNOWLEDGE_RETENTION_ijariie22901.pdf
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