2019
DOI: 10.3844/jcssp.2019.489.498
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Achievements and Usage of Learning Materials in Computer Science Hybrid Courses

Abstract: The term gamification is used to describe the implementation of computer game elements into non-game-based systems. We have expended our previous research and in this article we've introduced new concept model for comprehensive gamified approach based on literature findings. Next, we empirically tested two hypotheses regarding the learning achievement in specific topics of online university courses "3D Modeling" and "Programming II". These hypotheses were: H1-an online course designed with the use of computer … Show more

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Cited by 4 publications
(4 citation statements)
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“…The following section lists student activity reports that were generated based on log files from the Moodle system and also represents the final section to consider when making a decision to accept or reject hypothesis H1. The assumptions made by the authors cited within this research (Ismail, 2019;Bernik et al, 2019;Adeel, 2014;Kovacova and Vackova, 2015;etc.,) suggest that elements of computer games have a positive effect on student motivation, accordingly, summarized research results will be presented below. In the research conducted within the course "Computer Mediated Communication", a total of 13 teaching and bonus materials were used, which were available to students for at least 14 days.…”
Section: Resultsmentioning
confidence: 98%
“…The following section lists student activity reports that were generated based on log files from the Moodle system and also represents the final section to consider when making a decision to accept or reject hypothesis H1. The assumptions made by the authors cited within this research (Ismail, 2019;Bernik et al, 2019;Adeel, 2014;Kovacova and Vackova, 2015;etc.,) suggest that elements of computer games have a positive effect on student motivation, accordingly, summarized research results will be presented below. In the research conducted within the course "Computer Mediated Communication", a total of 13 teaching and bonus materials were used, which were available to students for at least 14 days.…”
Section: Resultsmentioning
confidence: 98%
“…To analyze and evaluate the gamified platform of the energy sustainability-related MOOCs, the study used E-MIGA theoretical taxonomy: Integrated theoretical gamification model in e-learning environments which is proposed by (Dicheva, Dichev et al 2015 ) 2. Bernik et al ( 2019 ) Avatars, Points, Badges, Feedback, Challenges, Simplified graphical interface, Dynamic graphical interface, Story (narrative), Epic meaning, Social networks and web services, Visualization of all obligations, Advancements within the e-course, E-course completion status, Synchronous communication chat, Asynchronous communication forum, Nonlinear use of teaching materials, Collaboration, Interactive repetition and assessment, Top listing and ranking of students, Detection of systems and teaching materials, Elements of surprises within the e-module, Conditional access to teaching materials, Countdown of time A conceptual model for gamifying e-learning courses was developed based on the work of authors like (Schonfeld, 2010 ), (Deterding et al, 2011a , 2011b ; Deterding, 2012 ), (Werbach & Hunter, 2012 ) and (Chou, 2015 ) 3. Facey-Shaw et al (2020) Badges A gameful design based on self-determination theory SDT (Ryan & Deci, 2000 ) which provides a framework for examining human motivation through its focus on innate psychological needs (competence, autonomy and relatedness) 4.…”
Section: Results Of the Searchmentioning
confidence: 99%
“…Romero-Rodriguez et al ( 2019 ) A mixed-quasi-experimental study where 12 gamified MOOC platforms were considered to analyze how the application of gamification strategies in MOOCs on energy sustainability affects participants’ commitment 2. Bernik et al ( 2019 ) The research was conducted in two phases: pilot study and main study; in both, two versions (gamified and non-gamified) of an e-module were taught and the same content was delivered. the goal was to examine the effects of using gamification on learning achievements 3.…”
Section: Appendixmentioning
confidence: 99%
“…Previous research findings state that gamification has the potential to improve learning outcomes, satisfaction, well-being and student discipline (Khenissi et al, 2015;Mascio et al, 2013). Other findings also state that Gamification can be used as a teacher's guide in learning and increasing each student's self-mastery (Adisti, 2022;Ahmad et al, 2020;Bernik et al, 2019). Based on the problems and solutions developed, this study aims to develop Android-based gamification learning media.…”
Section: Introductionmentioning
confidence: 99%