gamification online learning

Gunawan, F. (2018). GAMIFICATION ANALYSIS AND IMPLEMENTATION IN ONLINE LEARNING. ICIC Express Letters, 12(12), 1195–1204.
https://www.academia.edu/39858461/GAMIFICATION_ANALYSIS_AND_IMPLEMENTATION_IN_ONLINE_LEARNING?auto=download
Khan [14] has introduced the eight-dimensional elearning framework, a detailed self assessment instrument for institutions to evaluate the readiness and the opportunity of their e-learning classes to grow.
institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation. Institutional refers to the administrative and academic part of the system. Management refers to the quality control, budget, and scheduling. Technological refers to the infrastructure, hardware, and software. Pedagogical refers to analysis, organization and learning strategies. Ethical refers to ethical, legal, and social and political influences. Interface design refers to the user interface, accessibility, and design content. Resource support refers to career services, journals, and online forums. Finally, the evaluation refers to the assessment of learners and educators.
gamification – definition
Modern gamification term was first introduced by
Nick Pelling in 2002 [15]. Gamification is a concept that implements the game components
into the non-game contents such as education, marketing, administration, or even software
engineering [16]. These components include points, badges, leaderboards, and quests.
Each of them serves the purpose to increase the level of user engagement in the learning
process.
three components of engagement: cognitive, behavioral, and emotional [19].
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more on gamification and online learning in this IMS blog
http://blog.stcloudstate.edu/ims?s=gamification+online+learning

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