The model for introduction of gamification into e-learning in higher education

被引:156
|
作者
Urh, Marko [1 ]
Vukovic, Goran [1 ]
Jereb, Eva [1 ]
Pintar, Rok [1 ]
机构
[1] Univ Maribor, Fac Org Sci, Kidriceva 55a, Kranj 4000, Slovenia
关键词
e-learning; higher education; gamification; game mechanics; game dynamics; ENGAGEMENT; TOOLS;
D O I
10.1016/j.sbspro.2015.07.154
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The following paper presents the model for introduction of gamification into the field of e-learning in higher education. Concepts and differences between techniques and methods of game-mechanics and game dynamics are explained. With proper integration of gamification in the field of e-learning into higher education, a positive impact on the learning process can be achieved, such as higher satisfaction, motivation and greater engagement of students. The importance of clearly defined objectives, rules, techniques and mechanisms of gamification that affect the dynamics of the students is shown. The paper presents a comprehensive view of the gamification concept in higher education. The advantages and disadvantages of introducing gamification in e-learning are described. The paper combines the characteristics of gamification with e-learning and shows the possibilities of use in practical. (C) 2015 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license.
引用
收藏
页码:388 / 397
页数:10
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