Gamification in academic education – possibilities and limitations of its utilization in the students education
DOI:
https://doi.org/10.15584/eti.2016.2.26Keywords:
gamification, building engagement, higher educationAbstract
Gamification is the concept of utilize the specific mechanisms and techniques to increase the engagement and to modify the behaviour and habits of people. It is used in business, among others, in marketing, sales, human resource management, and now increasingly in education. The paper presents the results of the survey concerning the evaluation of gamification as a method of increasing the student engagement. The examples of solutions, that utilize the mechanisms of gamification and have been formulated by the students of management of Lublin universities, have been presented. The obtained results indicate a high level of acceptance the gamification solutions among students as well as the need for their participation in this form of education.Downloads
Published
2016-06-30
How to Cite
WAWER, M. (2016). Gamification in academic education – possibilities and limitations of its utilization in the students education. Journal of Education, Technology and Computer Science, 16(2), 197–205. https://doi.org/10.15584/eti.2016.2.26
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Section
PROBLEMS OF COMPUTER SCIENCE AND INFORMATION EDUCATION
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Copyright (c) 2016 Journal of Education, Technology and Computer Science
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