Analysis of the Impact of Gamification on Learning Efficiency on the Example of a Mobile Application

P. Dymora, M. Mazurek, Wojciech Gołda
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Abstract

The article analyses the impact of gamification on the effectiveness of the learning process with the use of the original mobile application. Gamification methods and gamification assessments attract more and more attention from both researchers and practitioners. We present the impact of learning rules and regulations of handball on the future referees of handball and people from the handball community (players, activists, sympathizers) from the implemented mobile application in comparison with the traditional method, i.e., from books or printed regulations. The results of the knowledge test for the users of the application were much better than traditional education. The analysis showed that in the first test, the users using the application and traditional learning achieved the same results (52%). In contrast, in the second test, the users using the application achieved 73% in comparison with the group not using the app (59%). Such a result may indicate that learning from the application has a good impact on the user. The adoption of gamification in learning and teaching is very popular and stimulating student motivation, involvement, and social influence.
游戏化对学习效率的影响分析——以移动应用为例
本文分析了游戏化对使用原始移动应用程序学习过程有效性的影响。游戏化方法和游戏化评估越来越受到研究者和实践者的关注。我们展示了手球规则和规则的学习对未来的手球裁判和手球社区的人(球员,积极分子,同情者)的影响,从实施的移动应用程序,比较传统的方法,即从书本或印刷规则。应用程序用户的知识测试结果明显优于传统教育。分析表明,在第一次测试中,使用应用程序和传统学习的用户获得了相同的结果(52%)。相比之下,在第二次测试中,使用该应用程序的用户达到了73%,而不使用该应用程序的用户达到了59%。这样的结果可能表明从应用程序中学习对用户有很好的影响。在学习和教学中采用游戏化是非常受欢迎的,它能激发学生的积极性、参与度和社会影响力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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