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. 2023 Aug 9;9(8):e19033. doi: 10.1016/j.heliyon.2023.e19033

Table 3.

Gamified elements in studies (N = 40).

Gamified Elements Education Level
f %
High Higher
Avatar 35, 44, 106, 116 4 10.00
Badges/Status 98, 117 2, 3, 6, 11, 17, 22, 29, 34, 42, 44, 49, 54, 55, 62, 72, 82, 85, 92, 116 21 52.50
Coins 16, 22, 42, 55 4 10.00
Competition 117 3, 6, 11, 16, 17, 19, 20, 22, 30, 33, 34, 42, 44, 49, 50, 55, 67, 72, 91, 82, 85, 92, 99, 103, 108 26 65.00
Cooperation 3, 16, 17, 44, 49, 50, 55, 92, 97, 103 10 25.00
Instant feedback 44, 105, 106 3 7.50
Leaderboards/Rankings 6, 11, 17, 19, 20, 22, 30, 33, 34, 42, 44, 49, 50, 55, 67, 72, 91, 82, 85, 92, 97, 108 22 55.00
Levels 5, 98, 33, 54, 55, 82, 99 7 17.50
Points 5, 98, 117 2, 3, 6, 11, 17, 19, 20, 29, 30, 33, 34, 35, 42, 44, 49, 50, 54, 55, 67, 72, 91, 85, 92, 97, 103, 105, 108 30 75.00
Prizes 33 1 2.50
Roleplay 103, 105 2 5.00
Storytelling 35, 44, 50, 82, 101, 103, 105, 106, 116 9 22.50
Trading 16, 55 2 5.00