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This paper presents several examples of implementing the concept of gamification in an e-learning platform specialized in the study of electronics. This concept requires the use of the game mechanics and thinking for non-game applications to actively involve users in solving a problem 1. It can be implemented in an e-learning platform aimed to motivate the students in continuous learning, to improve the quality of provided information and to promote certain behaviors to be learned by them.
Vlad et al. (Wed,) studied this question.