{"title":"Two years of gamification of the course — Lessons learned","authors":"D. Kermek, Matija Novak, Matija Kaniski","doi":"10.23919/MIPRO.2018.8400140","DOIUrl":null,"url":null,"abstract":"Gamification is used in different levels of education (elementary, high school, university). Many research studies deal with ways to improve the education process by using game mechanics and other game-based elements in their teaching activities. This paper presents our experience with a gamified course in two consecutive academic years. In the first year, half of the students used the gamified version of the course (experimental group), and the other half of the students did not (control group). In the second year, the entire student population of the course was using an improved gamified version of the course based on the feedback from the first year. We analysed the data and compared these two years in many elements.","PeriodicalId":431110,"journal":{"name":"2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23919/MIPRO.2018.8400140","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
Gamification is used in different levels of education (elementary, high school, university). Many research studies deal with ways to improve the education process by using game mechanics and other game-based elements in their teaching activities. This paper presents our experience with a gamified course in two consecutive academic years. In the first year, half of the students used the gamified version of the course (experimental group), and the other half of the students did not (control group). In the second year, the entire student population of the course was using an improved gamified version of the course based on the feedback from the first year. We analysed the data and compared these two years in many elements.