MIŠKOV, Jan. Modelling gamified e-learning experiences with user profiles. Online. In Luis Gómez Chova, Chelo González Martínez, Joanna Lees. EDULEARN23 Proceedings. Palma, Spain: IATED, 2023, p. 7131-7140. ISBN 978-84-09-52151-7. Available from: https://dx.doi.org/10.21125/edulearn.2023.1867.
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Basic information
Original name Modelling gamified e-learning experiences with user profiles
Authors MIŠKOV, Jan (203 Czech Republic, guarantor, belonging to the institution).
Edition Palma, Spain, EDULEARN23 Proceedings, p. 7131-7140, 10 pp. 2023.
Publisher IATED
Other information
Original language English
Type of outcome Proceedings paper
Field of Study 50301 Education, general; including training, pedagogy, didactics [and education systems]
Country of publisher Spain
Confidentiality degree is not subject to a state or trade secret
Publication form electronic version available online
WWW online sborník
RIV identification code RIV/00216224:14410/23:00131309
Organization unit Faculty of Education
ISBN 978-84-09-52151-7
ISSN 2340-1117
Doi http://dx.doi.org/10.21125/edulearn.2023.1867
Keywords in English gamification; learning management systems; e-learning; user experience; motivation
Tags International impact, Reviewed
Changed by Changed by: Mgr. Jan Miškov, učo 140427. Changed: 29/11/2023 09:26.
Abstract
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.
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