Nalazite se na CroRIS probnoj okolini. Ovdje evidentirani podaci neće biti pohranjeni u Informacijskom sustavu znanosti RH. Ako je ovo greška, CroRIS produkcijskoj okolini moguće je pristupi putem poveznice www.croris.hr
izvor podataka: crosbi

Gamification in e-learning: introducing gamified design elements into e-learning systems (CROSBI ID 242212)

Prilog u časopisu | izvorni znanstveni rad | međunarodna recenzija

Strmečki, Daniel ; Bernik, Andrija ; Radošević, Danijel Gamification in e-learning: introducing gamified design elements into e-learning systems // Journal of Computer Sciences, 11 (2015), 12; 1108-1117. doi: 10.3844/jcssp.2015.1108.1117

Podaci o odgovornosti

Strmečki, Daniel ; Bernik, Andrija ; Radošević, Danijel

engleski

Gamification in e-learning: introducing gamified design elements into e-learning systems

Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non- game systems. Its main objective is to increase user’s motivation, experience and engagement. For the same reason, it has started to penetrate in e-learning systems. However, when using gamified design elements in e-learning, we must consider various types of learners. In the phases of analysis and design of such elements, the cooperation of education, technology, pedagogy, design and finance experts is required. This paper discusses the development phases of introducing gamification into e-learning systems, various gamification design elements and their suitability for usage in e-learning systems. Several gamified design elements are found suited for e-learning (including points, badges, trophies, customization, leader boards, levels, progress tracking, challenges, feedback, social engagement loops and the freedom to fail). Advices for the usage of each of those elements in e-learning systems are also provided in this study. Based on those advises and the identified phases of introducing gamification info e-learning systems, we conducted an experimental study to investigate the effectiveness of gamification of an informatics online course. Results showed that students enrolled in the gamified version of the online module achieved greater learning success. Positive results encourage us to investigate the gamification of online learning content for other topics and courses. We also encourage more research on the influence of specific gamified design elements on learner’s motivation and engagement.

E-learning, Design, Gamification

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

Podaci o izdanju

11 (12)

2015.

1108-1117

objavljeno

1549-3636

1552-6607

10.3844/jcssp.2015.1108.1117

Povezanost rada

Informacijske i komunikacijske znanosti

Poveznice
Indeksiranost