Pregled bibliografske jedinice broj: 1085235
Conceptual Network Analysis of Gamification Practices in Primary and Secondary Education
Conceptual Network Analysis of Gamification Practices in Primary and Secondary Education // MIPRO 2020 43rd International Convention Proceedings / Skala, Karolj (ur.).
Rijeka: Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2020. str. 1335-1341 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1085235 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Conceptual Network Analysis of Gamification
Practices in Primary and Secondary Education
Autori
Tomičić, Igor ; Schatten, Markus
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
MIPRO 2020 43rd International Convention Proceedings
/ Skala, Karolj - Rijeka : Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2020, 1335-1341
Skup
43nd International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO 2020)
Mjesto i datum
Opatija, Hrvatska, 28.09.2020. - 02.10.2020
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
gamification ; conceptual network analysis ; primary education ; secondary education
Sažetak
Gamification is not a new concept, but it has gained a significant momentum in the past years for several reasons, including but not limited to the ubiquity of technology, the growing ease in the use of the game design applications and the growing number of technologically savvy individuals. Such individuals are routinely using smartphones and other computing devices for various tasks, including playing games and using e- learning platforms. Gamification is mostly defined as the use of game design elements and game mechanics in a non-game context, with the main objective of engaging and motivating users. The existing research points to the possibility of improving the performance of students in the learning process, and this paper presents a state of the art, conceptual network analysis of gamification practices in learning processes with the aim to better understand game- based learning in primary and secondary education. The results from this paper would be used for the development of a novel learning platform based on artificial intelligence techniques.
Izvorni jezik
Engleski
Znanstvena područja
Računarstvo, Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Fakultet organizacije i informatike, Varaždin