Pregled bibliografske jedinice broj: 1033656
Gamification in E-Lexicography
Gamification in E-Lexicography // INFuture 2019: Knowledge in the Digital Age / Bago, Petra ; Hebrang Grgić, Ivana ; Ivanjko, Tomislav ; Juričić, Vedran ; Miklošević, Željka ; Stublić, Helena (ur.).
Zagreb, Hrvatska: Odsjek za informacijske i komunikacijske znanosti Filozofskog fakulteta Sveučilišta u Zagrebu, 2019. str. 155-164 doi:10.17234/INFUTURE.2019.19 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1033656 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Gamification in E-Lexicography
Autori
Mihaljević, Josip
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
INFuture 2019: Knowledge in the Digital Age
/ Bago, Petra ; Hebrang Grgić, Ivana ; Ivanjko, Tomislav ; Juričić, Vedran ; Miklošević, Željka ; Stublić, Helena - : Odsjek za informacijske i komunikacijske znanosti Filozofskog fakulteta Sveučilišta u Zagrebu, 2019, 155-164
Skup
7th International Conference The Future of Information Sciences (INFuture 2019)
Mjesto i datum
Zagreb, Hrvatska, 21.11.2019. - 22.11.2019
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
educational games, e-lexicography, gamification, language learning, Mrežnik
Sažetak
Gamification has become very popular in recent years. Many industries and scientific areas are trying to gamify their activities to make learning and work easier and more fun. Gamification can be achieved through educational games or by using certain game elements. The success of an educational game depends on how it incorporates game mechanics and educational content with gamification elements such as score, competition, ranking, and giving rewards. E-lexicography has great potential for using gamification to improve user's experience online. Encyclopaedias have a lot of interesting content that can easily be gamified through quizzes, crossword puzzles, jigsaw puzzles, and simulations. Dictionaries can also be gamified to help those who are learning words, structures or definitions in their mother tongue or in a foreign language. The focus of the paper will be on the analysis of the existing educational games and their gamification elements presented on available e-lexicographic sites. It will be determined which types of games are used for learning different content. The initial sample consists of 181 online dictionaries and 71 online encyclopaedias. The results of the analysis are displayed through tables show that more than 85% of e-lexicographic publications still don't have any game elements. Only 26 dictionaries and 10 encyclopaedias have some type of gamified content. The game type which occurs most often are quizzes, and the most common gamification element is scoring followed by levels divided by content. Badges and leaderboards are not used by many e-lexicographic publications that have games although they are considered to be an important factor in successful gamification of content as they raise students' interest and motivation. The purpose of this research is to find useful data and examples for the future creation of the gamification conceptual framework for Croatian online dictionaries. Based on the results of the analysis the author will present his demo version of educational games that are being made for the project The Croatian Web Dictionary-Mrežnik.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Institut za hrvatski jezik i jezikoslovlje, Zagreb
Profili:
Josip Mihaljević
(autor)