2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) 2017
DOI: 10.23919/mipro.2017.7973515
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Introducing gamification into e-learning university courses

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Cited by 23 publications
(16 citation statements)
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“…Studies agree that it can be a meaningful way to increase student motivation and improve educational effectiveness (Bernik et al, 2017). Gamified learning environments have been applied from elementary education (Simões et al, 2013) to university level (Hamari, 2017), but when applying gamification, it is important to understand different learning styles.…”
Section: Perspectives For Further Research: Learning Styles and User mentioning
confidence: 99%
See 1 more Smart Citation
“…Studies agree that it can be a meaningful way to increase student motivation and improve educational effectiveness (Bernik et al, 2017). Gamified learning environments have been applied from elementary education (Simões et al, 2013) to university level (Hamari, 2017), but when applying gamification, it is important to understand different learning styles.…”
Section: Perspectives For Further Research: Learning Styles and User mentioning
confidence: 99%
“…Applying gamification in higher education can be effective where a digital learning management system (LMS) is in use, for example, Moodle or BlackBoard (Bernik et al, 2017). Students can access different study materials, communicate with each other and teachers and individually and constantly test their knowledge online.…”
Section: The Gamified Learning Environmentsmentioning
confidence: 99%
“…The most common element in use to the studies was badges, points, level, and leaderboards. Implemented gamification is a new way to increase students in learning and also can improve their motivation and educational effectiveness [27]. Some studies reported the negative impact, however, to get success in gamification must consider some points such as the design [28,32,36,39,40] the difficultness task at the right level [22], [33], the target [33], and the transparency of reward system and immediate feedback to a user's actions [28].…”
Section: Discussionmentioning
confidence: 99%
“…All 1137 add-ons are, before being selected and implemented in a gamified Moodle system on a separate server, viewed and compared with the mechanics and dynamics of computer games discussed in the previous chapter. Some of the additions are listed below [14]: Simplified graphical interface, Dynamic graphical interface, Story as an introduction to the e-course, Epic meaning, Visual presentation of all obligations, Tasks and challenges, Collecting points, Progress within the e-course, Synchronous communication Chat, Asynchronous communication Forum, Nonlinear use of teaching materials, Joint collaboration, Discovering the system and teaching materials, Surprise elements within the e-course, Conditional access to teaching materials, Countdown, Simplified graphical interface, Dynamic graphical interface, Story as an introduction to the e-course, Epic meaning, Visual presentation of all obligations, Tasks and challenges, Collecting points, Progress within the e-course. The accessories included in the gamified system influence the mechanics of computer games and the visual impression of the system in order to create an interesting virtual space and the preconditions for a positive impact on student motivation.…”
Section: Methodsmentioning
confidence: 99%