The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
Gamification in Adult Learning
|
Author(s): Abdulmenaf Gul (Hakkari University, Turkey)and Cigdem Uz Bilgin (Yildiz Technical University, Turkey)
Copyright: 2020
Pages: 28
Source title:
Handbook of Research on Adult Learning in Higher Education
Source Author(s)/Editor(s): Mabel C.P.O. Okojie (Mississippi State University, USA)and Tinukwa C. Boulder (University of Pittsburgh, USA)
DOI: 10.4018/978-1-7998-1306-4.ch022
Purchase
|
Abstract
Various methods and technological tools have been utilized to meet the unique needs of adult learners. One of the recent methods is gamification, in which game elements and mechanics were utilized within a non-gaming context. This chapter reviews the literature and presents an overview of gamification implementations to develop systematic understanding of how gamification can be integrated into the adult learning process. An electronic search of articles from 2009 to 2019 was conducted, and 23 studies were reviewed in detail. The study shows gamification has mainly been utilized within the workplace environment and in the health education. The principle investigated constructs were satisfaction, motivation, engagement, and knowledge acquisition. Although the reviewed papers reported promising results in terms of utilizing gamification for adult learning, further research is needed.
Related Content
Leyla Yılmaz Fındık.
© 2025.
28 pages.
|
Leyla Yılmaz Fındık.
© 2025.
26 pages.
|
İlknur Bayram.
© 2025.
26 pages.
|
Şevval Kübra Özer.
© 2025.
18 pages.
|
Doris Chasokela.
© 2025.
36 pages.
|
Nurhan Tütüncü Saka.
© 2025.
28 pages.
|
Özlem Canaran.
© 2025.
28 pages.
|
|
|