Pretražite po imenu i prezimenu autora, mentora, urednika, prevoditelja

Napredna pretraga

Pregled bibliografske jedinice broj: 976774

Influence of gamification on student motivation in the educational process in courses of different fields


Aleksić-Maslać, Karmela; Rašić, Mario; Vranešić, Philip
Influence of gamification on student motivation in the educational process in courses of different fields // 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings
Opatija, Hrvatska: Institute of Electrical and Electronics Engineers (IEEE), 2018. str. 859-863 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)


CROSBI ID: 976774 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
Influence of gamification on student motivation in the educational process in courses of different fields

Autori
Aleksić-Maslać, Karmela ; Rašić, Mario ; Vranešić, Philip

Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni

Izvornik
41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings / - : Institute of Electrical and Electronics Engineers (IEEE), 2018, 859-863

ISBN
978-953233097-7

Skup
41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO 2018)

Mjesto i datum
Opatija, Hrvatska, 21.05.2018. - 25.05.2018

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
Gamification, motivation, education, information and communication technologies

Sažetak
The rapid development of Information and Communication Technologies (ICT) offers great possibilities of improvement of the educational process in higher education. It is very important to motivate students to actively participate in classes, regardless of a classical classroom education or e-learning style of teaching. Gamification is one of the methods that motivates students to actively participate in class, learn through entertainment by playing with their colleagues and emphasize on the positive competition and also, to make learning fun. In this paper, some of the methods used by Zagreb School of Economics and Management (ZSEM) will be described and analyzed through student engagement and motivation in different courses – courses that are related to technologies and courses that are related to legal discipline. The research shows that students are very pleased with the introduction of gamification as part of the educational process - no matter which course it is, they feel that gamification has helped them to get motivated to study and they have expressed their wish to have it as part of any course they are attending.

Izvorni jezik
Engleski

Znanstvena područja
Pravo, Informacijske i komunikacijske znanosti, Obrazovne znanosti (psihologija odgoja i obrazovanja, sociologija obrazovanja, politologija obrazovanja, ekonomika obrazovanja, antropologija obrazovanja, neuroznanost i rano učenje, pedagoške discipline)



POVEZANOST RADA


Ustanove:
Zagrebačka škola ekonomije i managementa, Zagreb

Poveznice na cjeloviti tekst rada:

ieeexplore.ieee.org

Citiraj ovu publikaciju:

Aleksić-Maslać, Karmela; Rašić, Mario; Vranešić, Philip
Influence of gamification on student motivation in the educational process in courses of different fields // 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings
Opatija, Hrvatska: Institute of Electrical and Electronics Engineers (IEEE), 2018. str. 859-863 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
Aleksić-Maslać, K., Rašić, M. & Vranešić, P. (2018) Influence of gamification on student motivation in the educational process in courses of different fields. U: 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings.
@article{article, author = {Aleksi\'{c}-Masla\'{c}, Karmela and Ra\v{s}i\'{c}, Mario and Vrane\v{s}i\'{c}, Philip}, year = {2018}, pages = {859-863}, keywords = {Gamification, motivation, education, information and communication technologies}, isbn = {978-953233097-7}, title = {Influence of gamification on student motivation in the educational process in courses of different fields}, keyword = {Gamification, motivation, education, information and communication technologies}, publisher = {Institute of Electrical and Electronics Engineers (IEEE)}, publisherplace = {Opatija, Hrvatska} }
@article{article, author = {Aleksi\'{c}-Masla\'{c}, Karmela and Ra\v{s}i\'{c}, Mario and Vrane\v{s}i\'{c}, Philip}, year = {2018}, pages = {859-863}, keywords = {Gamification, motivation, education, information and communication technologies}, isbn = {978-953233097-7}, title = {Influence of gamification on student motivation in the educational process in courses of different fields}, keyword = {Gamification, motivation, education, information and communication technologies}, publisher = {Institute of Electrical and Electronics Engineers (IEEE)}, publisherplace = {Opatija, Hrvatska} }

Časopis indeksira:


  • Scopus





Contrast
Increase Font
Decrease Font
Dyslexic Font