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Study of the use of gamification elements in e-learning applications

The absence of human interaction in e-learning platforms leads to rapid loss of motivation of learners. As an effective way to motivate them in online learning applications, e-learning designers opt for the use of gamification elements in their applications. This study aims to compare five gamification e-learning applications by an existing Gamification taxonomy in order to propose a modification to improve it. The five applications we used are Duolingo, Socrative, Kahoot, Khan Academy and Classcraft. The objective is to compare the use of each element in these applications to know its usefulness and to propose a new gamification elements model.