{"title":"Computer Game Elements and its Impact on Higher Education","authors":"A. Bernik, Damir Vusić, Voravika Wattanasoontorn","doi":"10.31803/tg-20220126221837","DOIUrl":null,"url":null,"abstract":"This review paper analyses authors who used gamified e-learning systems in higher education. Their thoughts, problems and conclusions are accompanied and observed. Positive guidelines are provided for the inclusion of computer game elements in the education system. Review paper includes a comparison of the gamified and traditional education system with an incentive to conduct further research activities. The list of researchers is provided who had experiments on students in the higher education system. Duration of those experiments is shown as well as the number of used game elements for their gamified systems. The list of survey questions for teaching staff (N=98) is provided as well as their thoughts on gamified systems and its use. The conclusions are that it is necessary to pay attention to the visual appearance and environment in which teaching materials are presented and studied.","PeriodicalId":43419,"journal":{"name":"TEHNICKI GLASNIK-TECHNICAL JOURNAL","volume":"1 1","pages":""},"PeriodicalIF":0.7000,"publicationDate":"2022-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"TEHNICKI GLASNIK-TECHNICAL JOURNAL","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31803/tg-20220126221837","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"ENGINEERING, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 1
Abstract
This review paper analyses authors who used gamified e-learning systems in higher education. Their thoughts, problems and conclusions are accompanied and observed. Positive guidelines are provided for the inclusion of computer game elements in the education system. Review paper includes a comparison of the gamified and traditional education system with an incentive to conduct further research activities. The list of researchers is provided who had experiments on students in the higher education system. Duration of those experiments is shown as well as the number of used game elements for their gamified systems. The list of survey questions for teaching staff (N=98) is provided as well as their thoughts on gamified systems and its use. The conclusions are that it is necessary to pay attention to the visual appearance and environment in which teaching materials are presented and studied.