The Model for Gamification of E-learning in Higher Education Based on Learning Styles

被引:9
|
作者
Zaric, Nadja [1 ]
Scepanovic, Snezana [1 ]
Vujicic, Tijana [1 ]
Ljucovic, Jelena [1 ]
Davcev, Danco [2 ]
机构
[1] Univ Mediterranean, Fac Informat Technol, Podgorica, Montenegro
[2] Univ Ss Cyril & Methodius, Fac Comp Sci & Engn, Skopje, North Macedonia
关键词
Gamification; Learning style; E-learning; Instructional design; Felder Silverman Learning Style Model; Adaptive hypermedia systems; COMPUTER; DESIGN; GAME;
D O I
10.1007/978-3-319-67597-8_25
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This paper describes the results of first phase of our original research about implementing gamification in the university e-courses based on the learning styles. Main research aims were to conduct comprehensive review of literature and current practice in implementation of gamification concept in higher education and to identify game elements that can make a positive impact on a specific learning style (LS). Result of first research phase is conceptual model for including game elements in e-learning courses in higher education based on Felder-Silverman Learning Style Model (FSLSM). The implementation and evaluation of the proposed model is planned as a future work. Our model presents extension of FSLSM model providing not only information about the learning styles, but also about their semantic groups in game-based learning contexts. The proposed model can be used as theoretical framework for further research on relationships between student's learning style, achievements and behaviors in Virtual Learning Environments (VLE).
引用
收藏
页码:265 / 273
页数:9
相关论文
共 50 条
  • [1] The model for introduction of gamification into e-learning in higher education
    Urh, Marko
    Vukovic, Goran
    Jereb, Eva
    Pintar, Rok
    [J]. 7TH WORLD CONFERENCE ON EDUCATIONAL SCIENCES, 2015, 197 : 388 - 397
  • [2] Adaptive gamification in e-learning based on students' learning styles
    Hassan, Muhammad Awais
    Habiba, Ume
    Majeed, Fiaz
    Shoaib, Muhammad
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2021, 29 (04) : 545 - 565
  • [3] Gamification Framework for E-Learning Systems in Higher Education
    Bernik, Andrija
    [J]. TEHNICKI GLASNIK-TECHNICAL JOURNAL, 2021, 15 (02): : 184 - 190
  • [4] Gamification of e-learning in higher education: a systematic literature review
    Khaldi, Amina
    Bouzidi, Rokia
    Nader, Fahima
    [J]. SMART LEARNING ENVIRONMENTS, 2023, 10 (01)
  • [5] Gamification of e-learning in higher education: a systematic literature review
    Amina Khaldi
    Rokia Bouzidi
    Fahima Nader
    [J]. Smart Learning Environments, 10
  • [6] The ecosystem of e-learning model for higher education
    van de Heyde, Valentino
    Siebrits, Andre
    [J]. SOUTH AFRICAN JOURNAL OF SCIENCE, 2019, 115 (5-6) : 78 - 83
  • [7] An Adaptive Gamification Model for E-Learning
    Kamunya, Samuel
    Mirirti, Evans
    Oboko, Robert
    Maina, Elizaphan
    [J]. 2020 IST-AFRICA CONFERENCE (IST-AFRICA), 2020,
  • [8] A Gamification Model For E-Learning Platforms
    Kamunya, Samuel
    Maina, Elizaphan
    Oboko, Robert
    [J]. 2019 IST-AFRICA WEEK CONFERENCE (IST-AFRICA), 2019,
  • [9] Visualisation and Gamification of e-Learning and Programming Education
    Olsson, Marie
    Mozelius, Peter
    Collin, Jonas
    [J]. ELECTRONIC JOURNAL OF E-LEARNING, 2015, 13 (06): : 441 - 454
  • [10] POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION
    Matsumoto, Tae
    [J]. 5TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2012), 2012, : 3310 - 3314