Pregled bibliografske jedinice broj: 1048972
Influence, principles and good practice of computer game elements: Mechanics and Dynamics
Influence, principles and good practice of computer game elements: Mechanics and Dynamics // Proceedings 23rd International Computer Science and Engineering Conference (ICSEC), 2019 IEEE / Kamolphiwong, Sinchai (ur.).
Phuket: Institute of Electrical and Electronics Engineers (IEEE), 2019. str. 241-245 doi:10.1109/ICSEC47112.2019.8974708 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1048972 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Influence, principles and good practice of computer game elements: Mechanics and Dynamics
Autori
Bernik, Andrija ; Radošević, Danijel ; Wattanasoontorn, Voravika
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings 23rd International Computer Science and Engineering Conference (ICSEC), 2019 IEEE
/ Kamolphiwong, Sinchai - Phuket : Institute of Electrical and Electronics Engineers (IEEE), 2019, 241-245
ISBN
978-1-7281-2544-2
Skup
23rd International Computer Science and Engineering Conference (ICSEC 2019)
Mjesto i datum
Phuket, Tajland, 30.10.2019. - 01.11.2019
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Computer Game Elements, Mechanics, Dynamics, Gamification, Hype Cycle
Sažetak
This paper gives basic overview of computer game elements (mechanics and dynamics) that can be found in various applications. Game elements can be used as a method for improving online teaching in education in general. We are showing the beginning of the Gamification phenomenon as a concept through the Gartner analysis of new innovation technologies. An overview of the basic Gamification elements (mechanics, dynamics) that can be included in the gamified systems is also presented. The position of Gamification is explained in relation to similar approaches to education. The basic principles of learning by means of Gamification is presented, as well as the research of selected authors on the topic of the influence of Gamification on teachers in higher education. The results of this paper indicate positive progress in the inclusion of Gamification in education systems in higher education. Article is concluded with the example of good practice in terms of commercial product DuoLingo, which is listed as one of the most successful Gamification systems for learning foreign languages.
Izvorni jezik
Engleski
Znanstvena područja
Grafička tehnologija, Informacijske i komunikacijske znanosti, Interdisciplinarne društvene znanosti
Napomena
Scopus indeksiranje
POVEZANOST RADA
Ustanove:
Fakultet organizacije i informatike, Varaždin,
Sveučilište Sjever, Koprivnica