Pregled bibliografske jedinice broj: 779309
A Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course
A Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course // Proceedings of the 26th Central European Conference on Information and Intelligent Systems (Ceciis 2015) / Hunjak, Tihomir ; Kirinić, Valentina (ur.).
Varaždin: Fakultet organizacije i informatike Sveučilišta u Zagrebu, 2015. str. 73-79 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
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Naslov
A Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course
Autori
Bernik, Andrija ; Bubaš, Goran ; Radošević, Danijel
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Proceedings of the 26th Central European Conference on Information and Intelligent Systems (Ceciis 2015)
/ Hunjak, Tihomir ; Kirinić, Valentina - Varaždin : Fakultet organizacije i informatike Sveučilišta u Zagrebu, 2015, 73-79
Skup
26th Central European Conference on Information and Intelligent Systems (Ceciis 2015)
Mjesto i datum
Varaždin, Hrvatska, 23.09.2015. - 25.09.2015
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
e-learning ; gamification
Sažetak
Research articles of educational e-courses that contain only motivational elements of computer games but don't include playing computer games date from 2010. The field of such research is called gamification and is related to the use of game elements (mechanics, dynamics and aesthetics) for a purpose which is not a computer game [1], [6]. Numerous studies have shown that gamification has a positive impact on the pedagogical and psychological aspects of e-learning. A review of the literature in the field of online information technology courses shows that the aforementioned topic is inadequately explored, with the lack of theoretical and empirical research which would involve important aspects of gamification. Through theoretical and empirical research, our preliminary study will try to: 1) create a conceptual model and a set of recommendations for the implementation of a gamificational educational system which positively affects the motivation to use educational content of the e- learning course measured by objective indicators ; 2) create a gamified e-course in the field of teaching information technologies ; 3) examine a possible positive effect on learning outcomes in an experimental group of students who will use a gamified e-learning course.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti
Napomena
Inspec
POVEZANOST RADA
Projekti:
DP072
Ustanove:
Fakultet organizacije i informatike, Varaždin,
Sveučilište Sjever, Koprivnica
Citiraj ovu publikaciju:
Časopis indeksira:
- Web of Science Core Collection (WoSCC)
- Conference Proceedings Citation Index - Science (CPCI-S)