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Publikacje Pracowników Politechniki Lubelskiej

Publikacje Pracowników PL z lat 1990-2010

Publikacje pracowników Politechniki Lubelskie z lat 1990-2010 dostępne są jak dotychczas w starej bazie publikacji
LINK DO STAREJ BAZY

MNiSW
5
spoza wykazu
Status:
Autorzy: Plechawska-Wójcik Małgorzata, Drożdżyk Tomasz, Kaczorowska Monika, Tokovarov Mikhail
Dyscypliny:
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Wersja dokumentu: Elektroniczna
Język: angielski
Strony: 6091 - 6097
Efekt badań statutowych NIE
Materiał konferencyjny: TAK
Nazwa konferencji: 14th Annual International Technology, Education and Development Conference
Skrócona nazwa konferencji: INTED 2020
URL serii konferencji: LINK
Termin konferencji: 2 marca 2020 do 4 marca 2020
Miasto konferencji: Walencja
Państwo konferencji: HISZPANIA
Publikacja OA: NIE
Abstrakty: angielski
Gamification finds progressively more interest in the field of education. The authors present the application of gamificional concept in promoting eco-friendly way of driving thus helping to educate people regarding pro-ecological behaviour. Nowadays students often use cars so the topic of pro-ecological driving style is very important for environment. The main objective of the project was to develop the application model on the basis of research on the preferences of the respondents' (majorly students) group. The methodology included conducting survey, analyzing its results and developing the application on the basis of the analysis results with appliance of gamification paradigm. User preferences were collected with dedicated questionnaires, prepared and applied in two separate studies. The preliminary examination consisted in analyzing the functionalities of driver-dedicated IT tools available on the market. What is more, possible needs were also gathered. Based on the results received, a prototype of the application was developed. The prototype, beyond the functionalities indicated by responders, has gamification elements adopted. In the form of a high level, clickable UI mockup, it was made available to the potential end user group for testing. After testing, responders we asked to give opinions in the second questionnaire. The paper aims at checking the hypothesis that the use of the gamification system in the eco-driving promotion tool increases the motivation and interest of users in changing their driving style into a pro-environmental and more economical one. The set hypotheses regarding the elements of gamification in the tools promoting an eco-friendly driving style was confirmed. Gamification elements included in the application have a positive effect on the user motivation and increase the likelihood of maintaining this interest at the appropriate level for longer time. The main result of the research was to confirm the hypothesis put forward in the paper about the possibility of increasing interest when implementing gamification elements in the application. The resulting prototype of the application, resembling the operation of a game, definitely affects user behavior more effectively.