2023
Modelling gamified e-learning experiences with user profiles
MIŠKOV, JanZákladní údaje
Originální název
Modelling gamified e-learning experiences with user profiles
Autoři
Vydání
Palma, Spain, EDULEARN23 Proceedings, od s. 7131-7140, 10 s. 2023
Nakladatel
IATED
Další údaje
Jazyk
angličtina
Typ výsledku
Stať ve sborníku
Obor
50301 Education, general; including training, pedagogy, didactics [and education systems]
Stát vydavatele
Španělsko
Utajení
není předmětem státního či obchodního tajemství
Forma vydání
elektronická verze "online"
Odkazy
Označené pro přenos do RIV
Ano
Kód RIV
RIV/00216224:14410/23:00131309
Organizační jednotka
Pedagogická fakulta
ISBN
978-84-09-52151-7
ISSN
Klíčová slova anglicky
gamification; learning management systems; e-learning; user experience; motivation
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 29. 11. 2023 09:26, Mgr. Jan Miškov, Ph.D.
Anotace
V originále
E-learning is an up-to-date and effective technological aid for distance learning at universities. Research into the motivational potential of gamification of the online learning environment allows us to get a clearer idea of the attitudes and experiences of university students in selected courses with e-learning support. In this paper I examine how digital games can enter teaching and learning at university. The focus is to find out what potential students see in the application of game principles in e-learning, and thus recognize the possibilities and limits of their implementation. The main research question is how the differences in age, gender, frequency of gaming, perceived difficulty of the course and satisfaction with online learning environment among students affect the perception of gamification and game elements in e-learning. Based on the findings, I recommend to teachers and developers of online learning environments how they could improve their design in accordance with the needs and preferences of students.