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 !

Correlation of gamification usage during class in the same student generation with different course field and year of study (CROSBI ID 671181)

Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija

Vranešić, Philip ; Rašić, Mario ; Aleksić-Maslać, Karmela 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

Podaci o odgovornosti

Vranešić, Philip ; Rašić, Mario ; Aleksić-Maslać, Karmela

engleski

Correlation of gamification usage during class in the same student generation with different course field and year of study

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.

Gamification, Education, Teaching methods, Information technologies

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

Podaci o prilogu

96-103.

2018.

objavljeno

Podaci o matičnoj publikaciji

Aleksić-Maslać, Karmela, Vranešić, Philip

Zagreb: MATE

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

Povezanost rada

Informacijske i komunikacijske znanosti, Obrazovne znanosti

Poveznice