Pregled bibliografske jedinice broj: 1214016
Elements of Gamification in the Teaching Process
Elements of Gamification in the Teaching Process // 5th Conference Contemporary Issues in Economics and Technology (CIET 2022)
Valencia, Španjolska, 2022. str. 814-823 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), stručni)
CROSBI ID: 1214016 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Elements of Gamification in the Teaching Process
Autori
Lipovac, Marinko ; Zorica, Siniša ; Antunović Terzić, Sandra ; Smolčić, Joško
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), stručni
ISBN
978-953-7220-70-9
Skup
5th Conference Contemporary Issues in Economics and Technology (CIET 2022)
Mjesto i datum
Valencia, Španjolska, 16.06.2022. - 17.06.2022
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Gamification ; Moodle ; Online learning
Sažetak
Learning is the process of acquiring knowledge and experience. In recent years (at the time of the coronavirus pandemic), classical teaching has resulted in the transition to an online learning system. E-learning can be boring and tedious for both students and teachers. Digitization offers the possibility of introducing new techniques into the teaching process, which can stimulate students and their activity. Gamification is one such technique. Gamification is the application of elements of gaming in non-gaming environments. The main purpose of gamification is to combine learning with fun. This ensures a longer commitment of students to a particular learning material and facilitates its mastery. Gamification is primarily associated with the notion of rewards. In most cases, gamification include scoring, levels, virtual rewards, ranking scales, tasks, developing players through a virtual avatar, time limits, etc. The principle of games is to define certain levels, and by overcoming certain obstacles, it moves to a new, more demanding, level. The paper presents the elements of gamification in Moodle learning systems, their implementation in the teaching process, as well as some applications for creating interactive lessons, quizzes, crossword puzzles, mind maps, etc. The principles of operation of individual applications, their comparison, advantages and disadvantages, as well as used elements of gamification will be described.
Izvorni jezik
Engleski
Znanstvena područja
Elektrotehnika, Računarstvo
POVEZANOST RADA
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