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Pregled bibliografske jedinice broj: 976763

The role of competition and reward regarding student motivation in the gamification process of different age groups


Aleksić-Maslać, Karmela; Sinković, Branko; Vranešić, Philip
The role of competition and reward regarding student motivation in the gamification process of different age groups // EDULEARN18 Proceedings / Gómez Chova, L. ; López Martínez, A. ; Candel Torres, I. (ur.).
Palma de Mallorca, Španjolska: International Academy of Technology, Education and Development (IATED), 2018. str. 1991-1999 doi:10.21125/edulearn.2018.0562 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)


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Naslov
The role of competition and reward regarding student motivation in the gamification process of different age groups

Autori
Aleksić-Maslać, Karmela ; Sinković, Branko ; Vranešić, Philip

Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni

Izvornik
EDULEARN18 Proceedings / Gómez Chova, L. ; López Martínez, A. ; Candel Torres, I. - : International Academy of Technology, Education and Development (IATED), 2018, 1991-1999

ISBN
978-84-09-02709-5

Skup
10th Annual International Conference of Education and New Learning Technologies (EDULEARN18)

Mjesto i datum
Palma de Mallorca, Španjolska, 02.07.2018. - 04.07.2018

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
gamification, education, student motivation, competition, reward

Sažetak
Nowadays, in the time of fast technology development, new and different methods and tools are used on students to improve their motivation in the education process, whether in a classical and traditional class or as a part of distance learning process. One of those methods is called gamification in education. In this paper, the results of gamification tool Kahoot are analyzed on different age groups – students from first and forth year on Zagreb School of Economics and Management (ZSEM), but also the participants of a professional company seminar as part of a Life-long Learning (LLL). The groups played from 5 to 9 Kahoots. Despite of the difference between age groups, the overall rating of satisfaction in using such a gamification method and tool as part of the educational process is significantly high. Also, most of the participants consider that gamification influences positively on their motivation regarding engagement and acquiring better final results. Intrinsic motivation is more present in older participants, while younger students in the end of the process do prefer a specific reward. The analysis is done by using parametric and nonparametric methods, but results in both cases show that there is a statistical difference in perception of the reward importance in gamification, depending on their age. Regarding the importance of competing in the gamification process, the correlation with the results of first year students is strong (r=0, 896), students on forth year also have a strong correlation (r=0, 706), while LLL group has a weak correlation in general (r=0, 115). However, all groups show that competition means more to students with better accomplished results.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti



POVEZANOST RADA


Ustanove:
Zagrebačka škola ekonomije i managementa, Zagreb

Poveznice na cjeloviti tekst rada:

doi library.iated.org

Citiraj ovu publikaciju:

Aleksić-Maslać, Karmela; Sinković, Branko; Vranešić, Philip
The role of competition and reward regarding student motivation in the gamification process of different age groups // EDULEARN18 Proceedings / Gómez Chova, L. ; López Martínez, A. ; Candel Torres, I. (ur.).
Palma de Mallorca, Španjolska: International Academy of Technology, Education and Development (IATED), 2018. str. 1991-1999 doi:10.21125/edulearn.2018.0562 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
Aleksić-Maslać, K., Sinković, B. & Vranešić, P. (2018) The role of competition and reward regarding student motivation in the gamification process of different age groups. U: Gómez Chova, L., López Martínez, A. & Candel Torres, I. (ur.)EDULEARN18 Proceedings doi:10.21125/edulearn.2018.0562.
@article{article, author = {Aleksi\'{c}-Masla\'{c}, Karmela and Sinkovi\'{c}, Branko and Vrane\v{s}i\'{c}, Philip}, year = {2018}, pages = {1991-1999}, DOI = {10.21125/edulearn.2018.0562}, keywords = {gamification, education, student motivation, competition, reward}, doi = {10.21125/edulearn.2018.0562}, isbn = {978-84-09-02709-5}, title = {The role of competition and reward regarding student motivation in the gamification process of different age groups}, keyword = {gamification, education, student motivation, competition, reward}, publisher = {International Academy of Technology, Education and Development (IATED)}, publisherplace = {Palma de Mallorca, \v{S}panjolska} }
@article{article, author = {Aleksi\'{c}-Masla\'{c}, Karmela and Sinkovi\'{c}, Branko and Vrane\v{s}i\'{c}, Philip}, year = {2018}, pages = {1991-1999}, DOI = {10.21125/edulearn.2018.0562}, keywords = {gamification, education, student motivation, competition, reward}, doi = {10.21125/edulearn.2018.0562}, isbn = {978-84-09-02709-5}, title = {The role of competition and reward regarding student motivation in the gamification process of different age groups}, keyword = {gamification, education, student motivation, competition, reward}, publisher = {International Academy of Technology, Education and Development (IATED)}, publisherplace = {Palma de Mallorca, \v{S}panjolska} }

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