D. Gudoniene, Reda Bartkute, D. Rutkauskiene, T. Blažauskas
{"title":"电子学习参与者参与的游戏化模型的技术方面","authors":"D. Gudoniene, Reda Bartkute, D. Rutkauskiene, T. Blažauskas","doi":"10.22364/BJMC.2016.4.4.25","DOIUrl":null,"url":null,"abstract":"Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant’s engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming.","PeriodicalId":431209,"journal":{"name":"Balt. J. Mod. Comput.","volume":"PAMI-7 4","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Technological Aspects of the Gamification Model for e-Learning Participant's Engagement\",\"authors\":\"D. Gudoniene, Reda Bartkute, D. Rutkauskiene, T. Blažauskas\",\"doi\":\"10.22364/BJMC.2016.4.4.25\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant’s engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming.\",\"PeriodicalId\":431209,\"journal\":{\"name\":\"Balt. J. Mod. Comput.\",\"volume\":\"PAMI-7 4\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-12-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Balt. J. Mod. Comput.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22364/BJMC.2016.4.4.25\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Balt. J. Mod. Comput.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22364/BJMC.2016.4.4.25","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Technological Aspects of the Gamification Model for e-Learning Participant's Engagement
Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant’s engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming.