Effect of Gamification User Type and Class Activity on Student’s Class Engagement (CROSBI ID 671098)
Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija
Podaci o odgovornosti
Koričan Lajtman, Mirna ; Škreblin Kirbiš, Ivona ; Bernatović, Ivija
engleski
Effect of Gamification User Type and Class Activity on Student’s Class Engagement
Different students prefer different in-class and extra class activities ergo to engage students in coursework academics nowadays use gamification. Gamification can be defined as the use of game design elements in nongame contexts. Under the gamification, different user types prefer different game mechanics and game dynamics in activities. The aim of this paper is to research which type of in-class activity (lectures, project guided class, workshop and gamified activities) engages students the most and whether gamified content is better compared to conventional teaching method. With a use of gamification user type model we will also explore which type of students prefer what kinds of in- class activities. Using Intrinsic Motivation Inventory after each course activity, we will inspect the student engagement and motivation aligned with Self-Determination Theory of motivation. Paper will explore the phenomenon in a class of senior students in undergraduate program.
Gamification User Types, Gamification, Students’ engagement.
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Podaci o prilogu
104-110.
2018.
objavljeno
Podaci o matičnoj publikaciji
6th Higher Education Institutions Conference: Quality & Governance in Higher Education: Opening new frontiers
Aleksić Maslać, K. ; Vranešić, P.
Zagreb: Mate Ltd.
978-953-246-399-6
Podaci o skupu
6th Higher Education Institutions Conference, Quality & Governance in Higher Education: Opening new frontiers
predavanje
27.09.2018-28.09.2018
Dubrovnik, Hrvatska