The Use of Gamification in Academic Teaching – Evidence from Polish State Universities

Katarzyna Piwowar‐Sulej
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引用次数: 0

Abstract

The purpose of the article is to provide answers to the following research questions: How popular are digital games as the first step to gamification, comparing to other teaching methods used in such fields of study as economics, humanities and natural science in Poland? What is the practice of using gamification in academic teaching? The subject literature studies and empirical research carried out in the form of auditorium survey in the third quarter of 2019 across a sample of 200 students (50 people representing each field of study) were used in the article. In order to collect additional information, in-depth interviews with students (4 people representing each field of study) were carried out in the first quarter of 2020. The problem of applying gamification in tertiary education is gaining importance, as evidenced by the growing number of scientific publications addressing this issue. The conducted empirical research shows that digital-game-based learning method is marginally used in academic teaching in Poland and, thus, it is hard to talk about gamification. The article also presents the research process limitations and directions of further research.
游戏化在学术教学中的应用——来自波兰州立大学的证据
本文的目的是提供以下研究问题的答案:与波兰经济学、人文科学和自然科学等研究领域使用的其他教学方法相比,数字游戏作为游戏化的第一步有多受欢迎?在学术教学中使用游戏化的实践是什么?本文采用了2019年第三季度以礼堂调查的形式对200名学生(每个研究领域50人)进行的主题文献研究和实证研究。为了收集更多信息,我们在2020年第一季度对学生进行了深度访谈(每个学习领域有4人代表)。在高等教育中应用游戏化的问题正变得越来越重要,越来越多的科学出版物就证明了这一点。实证研究表明,基于数字游戏的学习方法在波兰的学术教学中很少使用,因此很难谈论游戏化。文章还介绍了研究过程、局限性和进一步研究的方向。
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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