k 2022

How Can We Improve the Gamified Learning Experience Online?

MIŠKOV, Jan

Základní údaje

Originální název

How Can We Improve the Gamified Learning Experience Online?

Autoři

Vydání

ECER, 2022

Další údaje

Jazyk

angličtina

Typ výsledku

Prezentace na konferencích

Obor

50300 5.3 Education

Stát vydavatele

Česká republika

Utajení

není předmětem státního či obchodního tajemství

Odkazy

Organizační jednotka

Pedagogická fakulta

Klíčová slova anglicky

gamification; e-learning; user experience; online learning environment; motivation
Změněno: 21. 9. 2022 00:16, Mgr. Jan Miškov

Anotace

V originále

The main research question was to find out what educational potential students see in the application of game principles in teaching with an e-learning component? And then to identify the possibilities and limits of the application of learning game principles in the education process. We also asked what motivates students to study online. We decided to conduct an analysis of subject surveys and questionnaires among students, knowing that in terms of user experience their results may show some similarities and differences in attitudes and preferences of various groups of respondents. Therefore we present a poster from our preliminary research, which focused on the possibilities of implementing game elements into e-learning at university. We were interested in the attitudes and preferences of the students. Among them a questionnaire survey was conducted. We asked students what potential they see in the application of educational principles of digital games in e-learning, what motivates them to study online and what advantages and limits of the educational game principles they see in e-learning. The questionnaire was distributed among students of Masaryk University. The text inspires to work with educational game principles in a class. It explores how digital games can enter teaching and learning in school, whether educational game principles are compatible with the logic of the dominant educational paradigm, and what their advantages and disadvantages are. Studies on learning with game elements will help to grasp their possible benefits and pitfalls in education. Based on the discussion of the findings, the author recommends to teachers, organizations, and developers of gamified learning environments how they could improve their teaching design in accordance with students’ needs and different learning styles.

Návaznosti

MUNI/A/1397/2021, interní kód MU
Název: Aktuální výzvy učitelské profese v České republice
Investor: Masarykova univerzita, Aktuální výzvy učitelské profese v České republice