Pretražite po imenu i prezimenu autora, mentora, urednika, prevoditelja

Napredna pretraga

Pregled bibliografske jedinice broj: 1084176

Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course


Bernik, Andrija; Radošević, Danijel; Dvorski, Jasmina
Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course // Journal of Computer Sciences, 16 (2020), 5; 626, 631 doi:10.3844/jcssp.2020.626.631 (međunarodna recenzija, članak, znanstveni)


CROSBI ID: 1084176 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course

Autori
Bernik, Andrija ; Radošević, Danijel ; Dvorski, Jasmina

Izvornik
Journal of Computer Sciences (1549-3636) 16 (2020), 5; 626, 631

Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni

Ključne riječi
Achievements, Computer Mediated Communication, Hybrid, E-learning, Gamification, Non-Steam, Moodle

Sažetak
Gamification is a common and familiar term so far and it can be seen in almost every part of human activity. It's been nine years since the terminology first appeared in Gartner's Hype Cycle Report in 2011, however, higher education institutions still do not apply computer game elements to online Learning Management Systems (LMS). The problems encountered are related either to the administrators of the LMS system or to teachers who, for various reasons (lack of time, authority, knowledge, motivation, etc., ) reject the changes. Objective of this paper is to determent if there is statistical significant difference between experimental and control groups. Experimental group will be using gamified Moodle online course while control will use classical Moodle online course. Research is made on a sample of 46 graduate students from the Faculty of Organization and Informatics within the course Computer Mediated Communication. Experiment lasted for 14 days after which testing the students' motivation to use the teaching materials as well as the lessons learned after the experimental period took place. The results indicate 7 times higher activity in the experimental group of students, as well as 33.23% better results (using t-test) in the experimental group of students in the final knowledge test, thus accepting both hypotheses of this research.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti, Interdisciplinarne društvene znanosti, Obrazovne znanosti (psihologija odgoja i obrazovanja, sociologija obrazovanja, politologija obrazovanja, ekonomika obrazovanja, antropologija obrazovanja, neuroznanost i rano učenje, pedagoške discipline)



POVEZANOST RADA


Ustanove:
Fakultet organizacije i informatike, Varaždin,
Sveučilište Sjever, Koprivnica

Profili:

Avatar Url Jasmina Dvorski (autor)

Avatar Url Andrija Bernik (autor)

Avatar Url Danijel Radošević (autor)

Poveznice na cjeloviti tekst rada:

Pristup cjelovitom tekstu rada doi

Citiraj ovu publikaciju:

Bernik, Andrija; Radošević, Danijel; Dvorski, Jasmina
Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course // Journal of Computer Sciences, 16 (2020), 5; 626, 631 doi:10.3844/jcssp.2020.626.631 (međunarodna recenzija, članak, znanstveni)
Bernik, A., Radošević, D. & Dvorski, J. (2020) Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course. Journal of Computer Sciences, 16 (5), 626, 631 doi:10.3844/jcssp.2020.626.631.
@article{article, author = {Bernik, Andrija and Rado\v{s}evi\'{c}, Danijel and Dvorski, Jasmina}, year = {2020}, pages = {631}, DOI = {10.3844/jcssp.2020.626.631}, chapter = {626}, keywords = {Achievements, Computer Mediated Communication, Hybrid, E-learning, Gamification, Non-Steam, Moodle}, journal = {Journal of Computer Sciences}, doi = {10.3844/jcssp.2020.626.631}, volume = {16}, number = {5}, issn = {1549-3636}, title = {Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course}, keyword = {Achievements, Computer Mediated Communication, Hybrid, E-learning, Gamification, Non-Steam, Moodle}, chapternumber = {626} }
@article{article, author = {Bernik, Andrija and Rado\v{s}evi\'{c}, Danijel and Dvorski, Jasmina}, year = {2020}, pages = {631}, DOI = {10.3844/jcssp.2020.626.631}, chapter = {626}, keywords = {Achievements, Computer Mediated Communication, Hybrid, E-learning, Gamification, Non-Steam, Moodle}, journal = {Journal of Computer Sciences}, doi = {10.3844/jcssp.2020.626.631}, volume = {16}, number = {5}, issn = {1549-3636}, title = {Gamification After Almost a Decade: Is it Still Relevant? A Case of Non-STEM Hybrid E-learning University Course}, keyword = {Achievements, Computer Mediated Communication, Hybrid, E-learning, Gamification, Non-Steam, Moodle}, chapternumber = {626} }

Časopis indeksira:


  • Scopus


Uključenost u ostale bibliografske baze podataka::


  • CNKI
  • Crossref
  • Current Abstracts
  • Expanded Academic ASAP
  • Genamics JournalSeek
  • InfoTrac Custom J-Gate
  • SCOPUS
  • Thomson Gale
  • Ulrichsweb
  • Zeitschriften


Citati:





    Contrast
    Increase Font
    Decrease Font
    Dyslexic Font