What can gamified university classroom teach us?
Materiały konferencyjne
MNiSW
10
WOS
Status: | |
Autorzy: | Laskowski Maciej, Wojdyga Aleksander |
Rok wydania: | 2014 |
Wersja dokumentu: | Drukowana | Elektroniczna |
Język: | angielski |
Numer czasopisma: | 2 |
Wolumen/Tom: | 20 |
Strony: | 402 - 405 |
Web of Science® Times Cited: | 9 |
Scopus® Cytowania: | 8 |
Bazy: | Web of Science | Scopus | Web of Science Core Collection |
Efekt badań statutowych | NIE |
Materiał konferencyjny: | TAK |
Nazwa konferencji: | Annual International Conference on Advances Technology in Telecommunication, Broadcasting, and Satellite (TelSaTech) |
Termin konferencji: | 2 września 2013 do 3 września 2013 |
Miasto konferencji: | Jakarta |
Państwo konferencji: | INDONEZJA |
Publikacja OA: | NIE |
Abstrakty: | angielski |
In this paper authors present a didactic experiment implementing simple gamification into an university study path. One of three student groups is gamified—students receive points for completing tasks like attending classes or passing tests, in contrary to students in other two groups, who are following the traditional academic grading system. Authors try to determine if gamification can improve the students engagement (and by doing so, have a positive impact on their marks) or is just an en vogue notion with no practical application. The results of the experiment (which lasted for the whole semester) are presented and discussed. |