D 2023

Modelling gamified e-learning experiences with user profiles

MIŠKOV, Jan

Základní 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"

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.