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Pregled bibliografske jedinice broj: 976696

Influence of gamification on student engagement on a course - Information and Communication Technologies


Aleksić-Maslać, Karmela; Sinković, Branko; Vranešić, Philip
Influence of gamification on student engagement on a course - Information and Communication Technologies // WSEAS TRANSACTIONS on ADVANCES in ENGINEERING EDUCATION, 14 (2017), 113-122 (međunarodna recenzija, članak, znanstveni)


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Naslov
Influence of gamification on student engagement on a course - Information and Communication Technologies

Autori
Aleksić-Maslać, Karmela ; Sinković, Branko ; Vranešić, Philip

Izvornik
WSEAS TRANSACTIONS on ADVANCES in ENGINEERING EDUCATION (2224-3410) 14 (2017); 113-122

Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni

Ključne riječi
gamification, education, classroom, motivation, Information and Communication Technologies, Kahoot

Sažetak
Rapid development of new technologies offers great potential in improving the educational process. One of the popular and entertaining methods nowadays is gamification, which allows students to learn through entertainment and competition in an easier matter and to stay motivated during the class for a longer period of time. The goal is to maximize student engagement in class, welcome positive competitiveness and making learning fun. In this paper, we will describe an example of gamification tool named Kahoot on Zagreb School of Economics and Management (ZSEM). Research was made by questioning both professors and students perspective on gamification in order to determine the satisfaction level of both sides in the education process. The analysis have shown positive attitude towards the use of gamification in lectures and it encourages further use of it on more and different courses. In order to back up this “positive wave” of gamification on ZSEM, we examined student’s engagement and response time on Kahoot on Information and Communication Technologies course and analyzed the data with final grades of the course.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti



POVEZANOST RADA


Ustanove:
Zagrebačka škola ekonomije i managementa, Zagreb

Poveznice na cjeloviti tekst rada:

www.wseas.org

Citiraj ovu publikaciju:

Aleksić-Maslać, Karmela; Sinković, Branko; Vranešić, Philip
Influence of gamification on student engagement on a course - Information and Communication Technologies // WSEAS TRANSACTIONS on ADVANCES in ENGINEERING EDUCATION, 14 (2017), 113-122 (međunarodna recenzija, članak, znanstveni)
Aleksić-Maslać, K., Sinković, B. & Vranešić, P. (2017) Influence of gamification on student engagement on a course - Information and Communication Technologies. WSEAS TRANSACTIONS on ADVANCES in ENGINEERING EDUCATION, 14, 113-122.
@article{article, author = {Aleksi\'{c}-Masla\'{c}, Karmela and Sinkovi\'{c}, Branko and Vrane\v{s}i\'{c}, Philip}, year = {2017}, pages = {113-122}, keywords = {gamification, education, classroom, motivation, Information and Communication Technologies, Kahoot}, journal = {WSEAS TRANSACTIONS on ADVANCES in ENGINEERING EDUCATION}, volume = {14}, issn = {2224-3410}, title = {Influence of gamification on student engagement on a course - Information and Communication Technologies}, keyword = {gamification, education, classroom, motivation, Information and Communication Technologies, Kahoot} }
@article{article, author = {Aleksi\'{c}-Masla\'{c}, Karmela and Sinkovi\'{c}, Branko and Vrane\v{s}i\'{c}, Philip}, year = {2017}, pages = {113-122}, keywords = {gamification, education, classroom, motivation, Information and Communication Technologies, Kahoot}, journal = {WSEAS TRANSACTIONS on ADVANCES in ENGINEERING EDUCATION}, volume = {14}, issn = {2224-3410}, title = {Influence of gamification on student engagement on a course - Information and Communication Technologies}, keyword = {gamification, education, classroom, motivation, Information and Communication Technologies, Kahoot} }

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