Pregled bibliografske jedinice broj: 976745
Correlation of gamification usage during class in the same student generation with different course field and year of study
Correlation of gamification usage during class in the same student generation with different course field and year of study // Proceedings of the 6th Higher Education Institutions Conference / Aleksić-Maslać, Karmela, Vranešić, Philip (ur.).
Zagreb: MATE, 2018. str. 96-103 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
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Naslov
Correlation of gamification usage during class in the same student generation with different course field and year of study
Autori
Vranešić, Philip ; Rašić, Mario ; Aleksić-Maslać, Karmela
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings of the 6th Higher Education Institutions Conference
/ Aleksić-Maslać, Karmela, Vranešić, Philip - Zagreb : MATE, 2018, 96-103
ISBN
978-953-246-399-6
Skup
6th Higher Education Institutions Conference, Quality & Governance in Higher Education: Opening new frontiers
Mjesto i datum
Dubrovnik, Hrvatska, 27.09.2018. - 28.09.2018
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Gamification, Education, Teaching methods, Information technologies
Sažetak
With the development of new technologies, the roles of students and professors have changed dramatically. Today, everyone is exposed to information overload and has the ability to find specific information in the matter of seconds. Therefore, it has become challenging for students to sit silently for the entire lecture and consume information given to them. Also, it is challenging for professors as well. Since students have the opportunity to learn everything through the Internet, professors ask themselves how to keep the lecture interesting and exciting for students of the new technology generation. For this reason, new and innovative methods of teaching must nowadays be present in the education process in order to motivate students to be active in class. One of those methods is called gamification. This paper analyzes usage of the gamification tool Kahoot on the undergraduate program of Zagreb School of Economics and Management (ZSEM). Special emphasis of research goes to analyzing the same group of students in gamification on different course fields and years of study in order to see correlations between old and new Kahoot results. Students were part of gamification in the 1st semester on course Information and Communication Technologies (ICT) and 4th semester on Principles of Commercial Law (PCL). Research shows that students are very satisfied with gamification, regardless of the course field and study year.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti, Obrazovne znanosti (psihologija odgoja i obrazovanja, sociologija obrazovanja, politologija obrazovanja, ekonomika obrazovanja, antropologija obrazovanja, neuroznanost i rano učenje, pedagoške discipline)
POVEZANOST RADA
Ustanove:
Zagrebačka škola ekonomije i managementa, Zagreb