Gamification of education – exploration of student attitudes
PDF (Język Polski)

Keywords

gamification
higher education
students’ motivation

How to Cite

Skok, K., & Harasimczuk, W. (2019). Gamification of education – exploration of student attitudes. Homo Ludens, (1 (11), 191–209. https://doi.org/10.14746/hl.2018.11.11

Abstract

The aim of the article was to determine the emotional and motivational attitudes of university students toward selected elements of gamification. Levels of motivating and liking for the use of the following tools were measured: instant messengers, points, badges, leader boards, quests, challenges, progress bar, levels, individual and group competition, cooperation, exchange systems and virtual goods. Additionally, opinions
about small monetary rewards were examined. The results showed that students were generally interested in the use of gamification techniques. In particular, elements leading to receiving better grades and improving learning organization were evaluated more positively. Lower scores were given to mechanisms potentially threatening the students’ self-esteem.

https://doi.org/10.14746/hl.2018.11.11
PDF (Język Polski)

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Data dostępu do źródeł internetowych wykorzystanych w tekście: 11 lipca 2017 (jeśli nie wskazano inaczej).