Pregled bibliografske jedinice broj: 1149610
Using Digital Tools for Gamification in Schools
Using Digital Tools for Gamification in Schools // MIPRO 2021 44th International Convention Proceedings / Skala, Karolj (ur.).
Rijeka: Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2021. str. 906-910 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), ostalo)
CROSBI ID: 1149610 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Using Digital Tools for Gamification in Schools
Autori
Vrcelj, Ana ; Hoić-Božić, Nataša ; Holenko Dlab, Martina
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), ostalo
Izvornik
MIPRO 2021 44th International Convention Proceedings
/ Skala, Karolj - Rijeka : Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2021, 906-910
Skup
44th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO 2021)
Mjesto i datum
Opatija, Hrvatska, 27.09.2021. - 01.10.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
gamification in education, digital tools, game design elements for education, students’ motivation
Sažetak
Gamification in education represents the application of game design elements and game principles in teaching with the aim of increasing student motivation and engagement. Although it is important to motivate students in classroom teaching, it is even more important in online or hybrid teaching models that are increasingly being implemented nowadays due to the COVID-19 pandemic situation. Gamification can be used in education at different levels, from primary and secondary schools to universities. The analysis of literature on the use of gamification in Croatian education showed that it is more present in university education and less in primary and secondary schools. Nevertheless, experience shows that games and many digital tools are used in schools for the purpose of gamification, although there is a gap in the literature on this topic. The research presented in this paper is a work-in-progress on the use of gamification in education. The paper gives an overview of digital tools used for gamification in schools to increase students’ motivation and the quality of teaching. Systematic research on gamification should be continued in order to propose appropriate pedagogicaltechnological frameworks that facilitate the application of gamification in schools.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti
POVEZANOST RADA
Projekti:
NadSve-Sveučilište u Rijeci-uniri-drustv-18-130 - Digitalne igre u kontekstu učenja, poučavanja i promicanja inkluzivnog obrazovanja (DEGAMES) (Hoić-Božić, Nataša, NadSve - Natječaj za dodjelu sredstava potpore znanstvenim istraživanjima na Sveučilištu u Rijeci za 2018. godinu - projekti iskusnih znanstvenika i umjetnika) ( CroRIS)
Ustanove:
Fakultet informatike i digitalnih tehnologija, Rijeka