2022
How Can We Improve the Gamified Learning Experience Online?
MIŠKOV, JanZákladní 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 |
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