Pregled bibliografske jedinice broj: 1018284
Variety of Gamification in the Education - the Polish and Croatian Perspective
Variety of Gamification in the Education - the Polish and Croatian Perspective // DisCo 2018: Overcoming the Challenges and Barriers in Open Education, 13th conference reader / Beseda, J. ; Rohlikova, L. (ur.).
Prag: Centre for Higher Education Studies, 2018. str. 5-20 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1018284 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Variety of Gamification in the Education - the
Polish and Croatian Perspective
Autori
Frania, Monika ; Kunac, Sani
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
DisCo 2018: Overcoming the Challenges and Barriers in Open Education, 13th conference reader
/ Beseda, J. ; Rohlikova, L. - Prag : Centre for Higher Education Studies, 2018, 5-20
ISBN
978-80-86302-83-6
Skup
International conference DisCo 2018: Overcoming the Challenges and Barriers in Open Education
Mjesto i datum
Prag, Češka Republika, 25.06.2018. - 26.06.2018
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
escape room ; games ; learning ; media education ; students
Sažetak
Gamification in education operates under the assumption that the kind of engagement that garners experience with games can be translated to an educational context towards the goals of facilitating learning and influencing student behaviour. The trend becomes more and more popular, especially in a non-formal learning environment, but still it is not very well known in the formal education process among people who are preparing to become teachers, educators or pedagogues in Poland and Croatia. The aim of the qualitative and quantitative scientific explorations was to survey students preparing for taking up the profession of a teacher about the knowledge in the field. The survey was conducted during the first and second quarter of 2018 among 61 last grade students of Early Education at University of Silesia in Poland and among 30 5th grade students of Integrated undergraduate and graduate teacher's education at University of Split in Croatia. Additionally, students' creation and animation about the gamification and role of games in learning and teaching process were analyzed. As a results of the observation and analysis we pointed examples of different kind of games (such as board games, card games, logical games, escape rooms) and mechanisms (such as cooperation, collecting points and badges, completing levels) that can be used in practical pedagogical work with students. The approach to the variety of gamification in education produces a practical pursuit to its accomplishment. The study was designed to show the opinion and attitude of students to this problem in the context of future work but also to show the practical hints how to use such trend in higher education in the pedagogical field.
Izvorni jezik
Engleski
Znanstvena područja
Pedagogija
Citiraj ovu publikaciju:
Časopis indeksira:
- Web of Science Core Collection (WoSCC)
- Conference Proceedings Citation Index - Social Sciences & Humanities (CPCI-SSH)