Gamification in Engineering Education – a Preliminary Literature Review
Fragment książki (Rozdział monografii pokonferencyjnej)
MNiSW
20
Poziom I
Status: | |
Autorzy: | Miłosz Marek, Miłosz Elżbieta |
Dyscypliny: | |
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Wersja dokumentu: | Drukowana | Elektroniczna |
Język: | angielski |
Strony: | 1975 - 1979 |
Scopus® Cytowania: | 21 |
Bazy: | Scopus |
Efekt badań statutowych | NIE |
Materiał konferencyjny: | TAK |
Nazwa konferencji: | 2020 IEEE Global Engineering Education Conference |
Skrócona nazwa konferencji: | EDUCON 2020 |
URL serii konferencji: | LINK |
Termin konferencji: | 27 kwietnia 2020 do 30 kwietnia 2020 |
Miasto konferencji: | Porto |
Państwo konferencji: | PORTUGALIA |
Publikacja OA: | NIE |
Abstrakty: | angielski |
Gamification, as a method of increasing the involvement of people, is used more and more widely in various areas, including in education processes. Many scientific studies prove the benefits of using gamification in the teaching process. The purpose of this paper is a preliminary literature review (PLR) to determinate the state of the art of gamification in Engineering Education (EE). The results of the present study answer the following research questions: RQ1: Is the use of gamification in EE increasing? RQ2: In which of the subdisciplines of engineering is gamification used most often in EE? RQ3: What are the most commonly used elements and techniques of gamification in the context of EE? The PLR was carried out to find in the existing literature the primary studies that relate to the use of gamification in EE. For this purpose, the IEEE Xplore database was used. As a result of the literature review, 48 papers were selected and subjected to detailed analysis. They were published in the years between 2012 and 2019. The research results indicate a continuous increase in the use of gamification in EE (RQ1) and answer the next research questions (RQ2 and RQ3). Some additional remarks from completed studies were also included in the paper. |