Pregled bibliografske jedinice broj: 798311
GAMIFICATION IN EDUCATION
GAMIFICATION IN EDUCATION // Informatologia (Zagreb), 48 (2015), 198-204 doi:INFO-2144// Received: 2015-03-14 (podatak o recenziji nije dostupan, pregledni rad, ostalo)
CROSBI ID: 798311 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
GAMIFICATION IN EDUCATION
Autori
Medica Ružić, Ivana ; Dumančić, Mario
Izvornik
Informatologia (Zagreb) (1330-0067) 48
(2015);
198-204
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, pregledni rad, ostalo
Ključne riječi
gasification; gaming teaching; school
Sažetak
Today’s world is bringing us a “specific weight”, especially when we are talking about life and work of kids, students and young. Numerous changes in our environment and various influ- ences of our living environment, such as a fast pace of development of information and commu- nication technology reflect on the growth and development of children, students and youth. New generations of children are actually the gen- erations of video games players who spend a lot of their time on video games. These generations are called "millennial" generations. They have been surrounded by fast everyday prosperity and development of information and communication technologies. Therefore, this is the way they communicate with themselves and their envi- ronment. According to the above, we emphasize the need to update and integrate a new curricu- lum which would take into consideration the needs of children, students and youth whose natural environment is, whether we want to ad- mit it or not, the use of information- communication technologies. From that perspec- tive, the gamification is the opportunity to in- crease the interest in children, students and youth, as well as to motivate them, connect and empower their communication and sharing. Gamification can enable the use of well thought off mechanisms which enable winning of badges, collecting points, going to the new levels or win- ning the prizes. In order to put it onto the next level, communication platforms such as sharing the tasks, exchange of ideas and expressing of the opinions are used. These type of activities may cause the children, students and youth to take a different view of the educational goals and achievements, as something proactive, dynamic and fun, and not only as dull astrictly think of the creation of the game. It is actually the use of mechanisms, design and ele- ments in a non-fun environment, with the goal to promote the motivation, effort and loyalty. Gam- ification in education is important to achieve goals and missions in the future of the compre- hensive educational system.nd obligatory. When we say gasification, we don’t always.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti, Pedagogija
POVEZANOST RADA
Ustanove:
Učiteljski fakultet, Zagreb,
Visoka poslovna škola s pravom javnosti
Citiraj ovu publikaciju:
Uključenost u ostale bibliografske baze podataka::
- European Reference Index for the Humanities (ERIH)
- SCOPUS
- EBSCO
- Social Science Research Network – SSRN
- ProQuest - Advanced Technologies & Aerospace Journals, Computer Science Journals, Illustrata: Technology, Library Science, SciTech Journals, Technology Journals