Introducing Gamification into e-Learning University Courses (CROSBI ID 648292)
Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija
Podaci o odgovornosti
Bernik, Andrija ; Radošević, Danijel ; Bubaš, Goran
engleski
Introducing Gamification into e-Learning University Courses
Research on educational e-courses that contain only a series of motivating elements of computer games but do not include playing computer games has intensified since 2010 [1] [6]. This field of research is called gamification and represents the use of game elements (mechanics, dynamics and aesthetics) in a field (education, marketing etc.) that is not a computer game. A review of literature related to the field of teaching with online courses in information technology (e.g. programming, software engineering) shows that the topic of gamification has so far been inadequately explored, with the lack of theoretical and empirical research that would involve gamification methodology. Previous studies have shown that gamification can have a positive impact on the pedagogical and psychological aspects of e-learning. In this paper empirical research is presented regarding the use of gamification in online teaching of programming. A gamified e-course was designed for the lectures in programming, and a possible positive effect was examined on the usage of learning materials in an experimental group of students who will use a gamified e-course (online system).
Gamification, e-learning, Moodle, LMS, programming
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Podaci o prilogu
817-822.
2017.
objavljeno
Podaci o matičnoj publikaciji
MIPRO 2017
Biljanović, Petar
Opatija:
978-953-233-093-9
1847-3938
Podaci o skupu
MIPRO 2017
predavanje
22.05.2017-26.05.2017
Opatija, Hrvatska
Povezanost rada
Računarstvo, Informacijske i komunikacijske znanosti