Table 5

A direct comparison of the key conclusions between the two separate ways to apply gamification to adult learning

Key conclusions related to current gamificationKey conclusions related to the proposed system for gamification
Directly applied on top of activitiesActivities are thought onto game design elements
Users only enjoy the gamified activityUsers can also create these activities
Loses efficacy after novelty effect wears offStays relevant by creating new gamified learning opportunities
Focuses on motivating users to learn through external, introjected and identified motivationFocuses on cultivating identified and integrated motivation to learn more
The objective is to teach knowledge in a more engaging wayThe objective is to share knowledge inside the organization, permanently

Source(s): Table by authors

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