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The present conditions of human life are more comfortable than that in the past. A huge number of modern technologies are available today because of the rapid development of information technology, which contributes to the flourishing of human life. Such modern technologies have led to the creation of Gamification, which is a new approach in information technology. In this paper we review the literature on Gamification from different perspectives and then explore the key elements of Gamification that positively affect learning when applied to any application. In addition, we discuss how the effectiveness is influenced when the implementation of Gamification in enterprises is stopped. Finally, we present an overall figure to illustrate all of the elements of Gamification according to previous research and consequently make the learning more effective as well as build an enjoyable learning environment for students.
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Stored only when both papers are in the corpus — 31 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.