Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems

Article Properties
Cite
Strmečki, Daniel, et al. “Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems”. Journal of Computer Science, vol. 11, no. 12, 2015, pp. 1108-17, https://doi.org/10.3844/jcssp.2015.1108.1117.
Strmečki, D., Bernik, A., & Radošević, D. (2015). Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems. Journal of Computer Science, 11(12), 1108-1117. https://doi.org/10.3844/jcssp.2015.1108.1117
Strmečki D, Bernik A, Radošević D. Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems. Journal of Computer Science. 2015;11(12):1108-17.
Citations Analysis
Category Category Repetition
Education: Theory and practice of education11
Education8
Social Sciences8
Technology: Engineering (General). Civil engineering (General)4
Geography. Anthropology. Recreation: Environmental sciences2
Social Sciences: Commerce: Business2
Science: Mathematics: Instruments and machines: Electronic computers. Computer science2
Education: Education (General)2
Philosophy. Psychology. Religion: Psychology1
Medicine: Internal medicine: Neurosciences. Biological psychiatry. Neuropsychiatry: Neurology. Diseases of the nervous system: Psychiatry1
Science: Biology (General)1
Science: Physics1
Science: Chemistry1
Science: Chemistry: General. Including alchemy1
Technology: Technology (General): Industrial engineering. Management engineering1
Technology: Chemical technology1
Technology: Electrical engineering. Electronics. Nuclear engineering: Materials of engineering and construction. Mechanics of materials1
Technology: Mechanical engineering and machinery: Renewable energy sources1
Technology: Environmental technology. Sanitary engineering1
Science: Biology (General): Ecology1
Geography. Anthropology. Recreation: Human ecology. Anthropogeography: Settlements: Cities. Urban geography1
Social Sciences: Communities. Classes. Races: Urban groups. The city. Urban sociology1
Political science: Political institutions and public administration (General)1
Technology: Technology (General): Industrial engineering. Management engineering: Information technology1
Medicine: Public aspects of medicine1
Medicine: Medicine (General): Medical technology1
Medicine: Internal medicine: Special situations and conditions: Industrial medicine. Industrial hygiene1
Medicine: Medicine (General): Computer applications to medicine. Medical informatics1
Medicine: Medicine (General)1
Bibliography. Library science. Information resources1
Social Sciences: Commerce: Business: Personnel management. Employment management1
The category Education: Theory and practice of education 11 is the most commonly referenced area in studies that cite this article. The first research to cite this article was titled Asmaul Husna Learning through Gamifications and Adaptation of Signalling Principle and was published in 2018. The most recent citation comes from a 2024 study titled Gamification acceptance model towards online learning among college students: an empirical study based on mediation and moderation. This article reached its peak citation in 2022, with 10 citations. It has been cited in 24 different journals, 25% of which are open access. Among related journals, the Education and Information Technologies cited this research the most, with 4 citations. The chart below illustrates the annual citation trends for this article.
Citations used this article by year