Provider: UniSA Research Data Access Portal Content:text/plain; charset="utf-8" TY - DATA Y2 - 2024-11-22 PY - 2020 AU - Maher, C AU - Kernot, J AU - Boshoff, K AU - Ryan, J AU - Edney, S AU - Looyestyn, J TI - Does gamification increase engagement with online programs? A systematic review UR - https://researchoutputs.unisa.edu.au/11541.1/23dadc0f6705442885c4689dcdb06078 PB - University of South Australia LA - English C5 - CC BY KW - Gamification KW - Online programs KW - Engagement C1 - From 1/01/2017 12:00:00 AM C1 - To AB - 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?’ ER -