Increasing students' motivation by using virtual learning environments based on gamification mechanics
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26230%2F18%3APU131224" target="_blank" >RIV/00216305:26230/18:PU131224 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.fit.vut.cz/research/publication/11824/" target="_blank" >https://www.fit.vut.cz/research/publication/11824/</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1145/3284179.3284310" target="_blank" >10.1145/3284179.3284310</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Increasing students' motivation by using virtual learning environments based on gamification mechanics
Popis výsledku v původním jazyce
Increasing students' motivation is an important task during the educational process. One of the possible ways how to achieve this is to use innovative educational mechanics, such as gamification. Gamification provides an opportunity to extend regular learning management systems and virtual learning environments with game-like elements, such as points, levels and meaningful narrative. This paper describes an implementation and usage of gamified assignments in Web Development. Firstly, we analyzed gamification possibilities in higher educational institutions. After each assignment, we gathered feedback from students to study their involvement, motivation, and influence of gamification on how the information was perceived. Based on the results, several suggestions for the improvement are discussed, such as adaptive variable difficulty or making the achievement public in order to increase social motivational drive influence.
Název v anglickém jazyce
Increasing students' motivation by using virtual learning environments based on gamification mechanics
Popis výsledku anglicky
Increasing students' motivation is an important task during the educational process. One of the possible ways how to achieve this is to use innovative educational mechanics, such as gamification. Gamification provides an opportunity to extend regular learning management systems and virtual learning environments with game-like elements, such as points, levels and meaningful narrative. This paper describes an implementation and usage of gamified assignments in Web Development. Firstly, we analyzed gamification possibilities in higher educational institutions. After each assignment, we gathered feedback from students to study their involvement, motivation, and influence of gamification on how the information was perceived. Based on the results, several suggestions for the improvement are discussed, such as adaptive variable difficulty or making the achievement public in order to increase social motivational drive influence.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/LQ1602" target="_blank" >LQ1602: IT4Innovations excellence in science</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2018
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
ACM International Conference Proceeding Series
ISBN
978-1-4503-6518-5
ISSN
—
e-ISSN
—
Počet stran výsledku
6
Strana od-do
755-760
Název nakladatele
Association for Computing Machinery
Místo vydání
Salamanca
Místo konání akce
Salamanca
Datum konání akce
24. 10. 2018
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
000458683900127