GAMIFICATION IN EDUCATION: SOCIAL NETWORK ANALYSIS
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F60460709%3A41110%2F17%3A75395" target="_blank" >RIV/60460709:41110/17:75395 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
GAMIFICATION IN EDUCATION: SOCIAL NETWORK ANALYSIS
Popis výsledku v původním jazyce
The aim of this paper is to identify the contents of posts on Twitter and Instagram in regards to gamification in education. Partially, the aim is to identify any disparity between various studies of the current status in the field of gamification in education based on journal analysis and social network analysis (Twitter and Instagram). The analysis includes data from Instagram (516 posts) and Twitter (3,549 posts) from a total of 2,409 users, and two literature reviews. The posts were recorded between 13/03/2016 and 19/02/2017. The results identified the 20 most-used hashtags, and were extrapolated into 5 crowds focusing on two major areas (1) learning and (2) business. In this study, the Business Sector is taken as the dominant area,unlike previous research, where there was much less emphasis on this field. In greater detail, this analysis of social networks identifies areas connected with business and gamification and education, these being (1) motivation, (2) startup success, and (3) finance.
Název v anglickém jazyce
GAMIFICATION IN EDUCATION: SOCIAL NETWORK ANALYSIS
Popis výsledku anglicky
The aim of this paper is to identify the contents of posts on Twitter and Instagram in regards to gamification in education. Partially, the aim is to identify any disparity between various studies of the current status in the field of gamification in education based on journal analysis and social network analysis (Twitter and Instagram). The analysis includes data from Instagram (516 posts) and Twitter (3,549 posts) from a total of 2,409 users, and two literature reviews. The posts were recorded between 13/03/2016 and 19/02/2017. The results identified the 20 most-used hashtags, and were extrapolated into 5 crowds focusing on two major areas (1) learning and (2) business. In this study, the Business Sector is taken as the dominant area,unlike previous research, where there was much less emphasis on this field. In greater detail, this analysis of social networks identifies areas connected with business and gamification and education, these being (1) motivation, (2) startup success, and (3) finance.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2017
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
Efficiency and Responsibility in Education 2017
ISBN
978-80-213-2762-7
ISSN
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e-ISSN
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Počet stran výsledku
7
Strana od-do
318-324
Název nakladatele
Czech University of Life Sciences Prague
Místo vydání
Prague
Místo konání akce
PRague
Datum konání akce
8. 6. 2017
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
000409038600040