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Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course (CROSBI ID 284127)

Prilog u časopisu | izvorni znanstveni rad | međunarodna recenzija

Bernik, Andrija ; Radošević, Danijel ; Dvorski, Jasmina Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course // Journal of Computer Sciences, 16 (2020), 5; 626, 631. doi: 10.3844/jcssp.2020.626.631

Podaci o odgovornosti

Bernik, Andrija ; Radošević, Danijel ; Dvorski, Jasmina

engleski

Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course

Gamification is a common and familiar term so far and it can be seen in almost every part of human activity. It's been nine years since the terminology first appeared in Gartner's Hype Cycle Report in 2011, however, higher education institutions still do not apply computer game elements to online Learning Management Systems (LMS). The problems encountered are related either to the administrators of the LMS system or to teachers who, for various reasons (lack of time, authority, knowledge, motivation, etc., ) reject the changes. Objective of this paper is to determent if there is statistical significant difference between experimental and control groups. Experimental group will be using gamified Moodle online course while control will use classical Moodle online course. Research is made on a sample of 46 graduate students from the Faculty of Organization and Informatics within the course Computer Mediated Communication. Experiment lasted for 14 days after which testing the students' motivation to use the teaching materials as well as the lessons learned after the experimental period took place. The results indicate 7 times higher activity in the experimental group of students, as well as 33.23% better results (using t-test) in the experimental group of students in the final knowledge test, thus accepting both hypotheses of this research.

Achievements, Computer Mediated Communication, Hybrid, E-learning, Gamification, Non-Steam, Moodle

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Podaci o izdanju

16 (5)

2020.

626

631

objavljeno

1549-3636

1552-6607

10.3844/jcssp.2020.626.631

Povezanost rada

Informacijske i komunikacijske znanosti, Interdisciplinarne društvene znanosti, Obrazovne znanosti

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