Introducing gamification into e-learning university courses

A. Bernik, D. Radošević, G. Bubas
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引用次数: 22

Abstract

Research on educational e-courses that contain only a series of motivating elements of computer games but do not include playing computer games has intensified since 2010 [1] [6]. This field of research is called gamification and represents the use of game elements (mechanics, dynamics and aesthetics) in a field (education, marketing etc.) that is not a computer game. A review of literature related to the field of teaching with online courses in information technology (e.g. programming, software engineering) shows that the topic of gamification has so far been inadequately explored, with the lack of theoretical and empirical research that would involve gamification methodology. Previous studies have shown that gamification can have a positive impact on the pedagogical and psychological aspects of e-learning. In this paper empirical research is presented regarding the use of gamification in online teaching of programming. A gamified e-course was designed for the lectures in programming, and a possible positive effect was examined on the usage of learning materials in an experimental group of students who will use a gamified e-course (online system).
将游戏化引入电子学习大学课程
自2010年以来,只包含一系列电脑游戏的激励元素而不包括玩电脑游戏的教育电子课程的研究愈演愈烈[1][6]。这一研究领域被称为游戏化,它代表了游戏元素(机制、动态和美学)在非电脑游戏领域(教育、营销等)的使用。对信息技术在线课程(如编程、软件工程)教学领域相关文献的回顾表明,到目前为止,游戏化的主题还没有得到充分的探索,缺乏涉及游戏化方法论的理论和实证研究。先前的研究表明,游戏化可以对电子学习的教学和心理方面产生积极影响。本文对游戏化在程序设计在线教学中的应用进行了实证研究。设计了一种游戏化的电子课程,用于编程讲座,并在使用游戏化电子课程(在线系统)的实验组学生中检验了对学习材料使用的可能的积极影响。
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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