Data
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ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&rfr_id=info%3Asid%2FANDS&rft_id=https://researchoutputs.unisa.edu.au/11541.1/23dadc0f6705442885c4689dcdb06078&rft.title=Does gamification increase engagement with online programs? A systematic review&rft.identifier=http://research.unisa.edu.au/dataset/272383&rft.publisher=University of South Australia&rft.description=Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?'&rft.creator=Prof Carol Maher&rft.date=2025&rft.relation=https://doi.org/10.1371/journal.pone.0173403&rft_rights=Open Access&rft_rights= https://creativecommons.org/licenses/by/4.0&rft_subject=Gamification&rft_subject=Online programs&rft_subject=Engagement&rft.type=dataset&rft.language=English Access the data

Licence & Rights:

Open Licence view details

Access:

Open

Contact Information

Carol.Maher@unisa.edu.au

Full description

Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?'

Data time period: 2017

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