2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) 2018
DOI: 10.23919/mipro.2018.8400149
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Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students

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Cited by 21 publications
(13 citation statements)
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“…The overall activity of the experimental group of respondents can be explained by a high degree of interest in teaching materials and a high degree of interest in a different approach to educational content. A similar indicator has already been seen in Bernik et al (2018;. The biggest difference between the control and the experimental group of subjects was observed at the end of the second section within the chapter titled: "Applying Animation to the Web".…”
Section: Resultssupporting
confidence: 76%
See 1 more Smart Citation
“…The overall activity of the experimental group of respondents can be explained by a high degree of interest in teaching materials and a high degree of interest in a different approach to educational content. A similar indicator has already been seen in Bernik et al (2018;. The biggest difference between the control and the experimental group of subjects was observed at the end of the second section within the chapter titled: "Applying Animation to the Web".…”
Section: Resultssupporting
confidence: 76%
“…This experiment put to the test two groups enrolled in non-STEAM university course, since authors of this article already tested statistical significant difference in STEAM course in their early work (Bernik et al, 2018;. The focus in this research was put on Multimedia and from the results shown in this study it can be seen that in non-STEAM experiment, the results were even better compared to earlier findings.…”
Section: Discussionmentioning
confidence: 67%
“…In the training of guideline content, the main goal is for the trainees to learn how to treat different aspects of a disease as described in the guideline. The reward mechanisms and progress tracking aid in increasing the users engagement and motivation [4]. We describe the game elements below.…”
Section: Gamification Elementsmentioning
confidence: 99%
“…As Colin and O'Brien stated [2], students are instructed to do their own peer review, to experiment on their own, and to try to connect their findings with known knowledge rather than passively accept what teachers offers to them. Technology has a major role in this trend, especially gamification [3][4][5][6], augmented reality (AR) and virtual reality (VR) entertainment and educational mobile devices [7,8]. Lately, VR technologies have actively been used in education, teaching, and training in various implementation domains [9].…”
Section: Introductionmentioning
confidence: 99%