Pregled bibliografske jedinice broj: 1029657
Influence of Gamification Reward System on Student Motivation
Influence of Gamification Reward System on Student Motivation // MIPRO, Proceedings of the International Convention / Skala, Karolj (ur.).
Rijeka: Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2019. str. 886-892 doi:10.23919/MIPRO.2019.8756848 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1029657 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Influence of Gamification Reward System on Student Motivation
Autori
Vranešić, Philip ; Aleksić-Maslać, Karmela ; Sinković, Branko
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
MIPRO, Proceedings of the International Convention
/ Skala, Karolj - Rijeka : Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2019, 886-892
Skup
42nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO 2019)
Mjesto i datum
Opatija, Hrvatska, 20.05.2019. - 24.05.2019
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Gamification ; motivation ; reward system ; education ; information and communication technologies
Sažetak
In the last couple of years, gamification has been increasingly used in education in order to motivate and encourage student engagement and interaction in class lectures, but also E- learning. In this paper, gamification usage is analyzed through online tool called Kahoot that has been used on the Information and Communication Technologies (ICT), a course that is part of the 1 st semester on Undergraduate program on Zagreb School of Economics and Management (ZSEM). Two student groups were analyzed - ICT course held in Croatian and ICT course held in English. Based on the overall semester score in Kahoot, students from Croatian ICT course were awarded with extra percentages as a reward for their activity and engagement in class. In the English ICT course, which is by the program and syllabus equal to Croatian ICT course, students were not rewarded with extra percentages as gamification was only perceived as a knowledge revise tool during the semester. Another difference between the groups is the diversity in the English ICT course, as there were also international exchange students mixed with the enrolled ZSEM students on English program. The paper presents analysis of extrinsic and intrinsic student motivation from both groups and provides correlation analysis of gamification results with students' final grade and survey elements regarding student motivation perception and the importance of receiving a reward after the game.
Izvorni jezik
Engleski
Znanstvena područja
Ekonomija, Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Zagrebačka škola ekonomije i managementa, Zagreb