Modelling gamified e-learning experiences with user profiles
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14410%2F23%3A00131309" target="_blank" >RIV/00216224:14410/23:00131309 - isvavai.cz</a>
Výsledek na webu
<a href="https://library.iated.org/view/MISKOV2023MOD" target="_blank" >https://library.iated.org/view/MISKOV2023MOD</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.21125/edulearn.2023.1867" target="_blank" >10.21125/edulearn.2023.1867</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Modelling gamified e-learning experiences with user profiles
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Modelling gamified e-learning experiences with user profiles
Popis výsledku anglicky
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.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
EDULEARN23 Proceedings
ISBN
9788409521517
ISSN
2340-1117
e-ISSN
—
Počet stran výsledku
10
Strana od-do
7131-7140
Název nakladatele
IATED
Místo vydání
Palma, Spain
Místo konání akce
Palma, Spain
Datum konání akce
3. 7. 2023
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—