Pregled bibliografske jedinice broj: 891940
Gamification in e-learning: introducing gamified design elements into e-learning systems
Gamification in e-learning: introducing gamified design elements into e-learning systems // Journal of Computer Science, 11 (2015), 12; 1108-1117 doi:10.3844/jcssp.2015.1108.1117 (međunarodna recenzija, članak, znanstveni)
CROSBI ID: 891940 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Gamification in e-learning: introducing gamified design elements into e-learning systems
Autori
Strmečki, Daniel ; Bernik, Andrija ; Radošević, Danijel
Izvornik
Journal of Computer Science (1549-3636) 11
(2015), 12;
1108-1117
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
E-learning, Design, Gamification
Sažetak
Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non- game systems. Its main objective is to increase user’s motivation, experience and engagement. For the same reason, it has started to penetrate in e-learning systems. However, when using gamified design elements in e-learning, we must consider various types of learners. In the phases of analysis and design of such elements, the cooperation of education, technology, pedagogy, design and finance experts is required. This paper discusses the development phases of introducing gamification into e-learning systems, various gamification design elements and their suitability for usage in e-learning systems. Several gamified design elements are found suited for e-learning (including points, badges, trophies, customization, leader boards, levels, progress tracking, challenges, feedback, social engagement loops and the freedom to fail). Advices for the usage of each of those elements in e-learning systems are also provided in this study. Based on those advises and the identified phases of introducing gamification info e-learning systems, we conducted an experimental study to investigate the effectiveness of gamification of an informatics online course. Results showed that students enrolled in the gamified version of the online module achieved greater learning success. Positive results encourage us to investigate the gamification of online learning content for other topics and courses. We also encourage more research on the influence of specific gamified design elements on learner’s motivation and engagement.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Fakultet organizacije i informatike, Varaždin
Poveznice na cjeloviti tekst rada:
Pristup cjelovitom tekstu rada doi thescipub.com www.researchgate.netCitiraj ovu publikaciju:
Časopis indeksira:
- Scopus
Uključenost u ostale bibliografske baze podataka::
- INSPEC