oalogo2  

AUTHOR(S): 

Karmela Aleksic-Maslac, Branko Sinkovic, Philip Vranesic

 

TITLE

Influence of Gamification on Student Engagement in Education

pdf PDF

ABSTRACT

apid development of new technologies offers great potential in improving the educational process. One of the popular and entertaining methods nowadays is gamification, which allows students to learn through entertainment and competition in an easier matter and to stay motivated during the class for a longer period of time. The goal is to maximize student engagement in class, welcome positive competitiveness and making learning fun. In this paper, we will describe an example of gamification tool named Kahoot on Zagreb School of Economics and Management (ZSEM). Research was made by questioning both professors and students perspective on gamification in order to determine the satisfaction level of both sides in the education process. The analysis have shown positive attitude towards the use of gamification in lectures and it encourages further use of it on more and different courses. In order to back up this “positive wave” of gamification on ZSEM, we examined student’s engagement on Kahoot on Information and Communication Technologies course and analyzed the data with final grades of the course.

KEYWORDS

gamification, education, classroom, motivation, Information and Communication Technologies, Kahoot

REFERENCES

[1] I. Glover, Play as you learn: gamification as a technique for motivating learners, Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, VA, AACE, 1999-2008. [1] I. Glover, Play as you learn: gamification as a technique for motivating learners, Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, VA, AACE, 1999-2008. 


[2] M. D. Hanus, J. Fox, Assessing the effects of gamification in the classroom: A longitudinal study on motivation, satisfaction, effort and grades, Computers & Education, 80, 152-161, 2015.

 
[3] D. Dicheva, C. Dichev, G. Agre, G. Angelova, Gamification in Education: A Systematic Mapping Study, Educational Technology & Society, 18(3), 75- 88, 2015. 
[4] L. Pilar, S. Rojik, T. Balcarova, J. Polakova, Gamification in education: current state, 13th International Conference on Efficiency and Responsibility in Education, Volume 13, Prague, 2016. 


[5] L. Da Rocha Seixas, A. S. Gomez, I.J. de Melo Filho, Effectiveness of Gamification in the Engagement of Students, Computers in Human Behavior, 58, 48-63, 2016. 


[6] M. Urh, G. Vukovic, E. Jereb, R. Pintar, The model for introduction of gamification into e-learning in higher education, Procedia – Social and Behavioral Sciences, 197 (2015), pp. 388-397. 


[7] J. Hartley, I. K. Davies, Note Taking: A Critical Review, Innovations in Education and Training International, Vol. 15, Issue 3, pp.207-224, 1978. 


[8] J. J. Lee, J. Hammer, Gamification in Education: What, How, Why Bother?, Academic Exchange Quarterly, 15(2), 2011. 


[9] S. Deterding, D. Dixon, R. Khaled, L. Nacke, From Game Design Elements to Gamefulness: Defining “Gamification”, ACM, 2011. 


[10] S. Krunić, S. Lugović, Supporting education and learning with game design elements, Proceedings of 19th International Conference on Engineering Education, Zagreb, 2015. 


[11] P. Fotaris, T. Mastoras, R. Leinfellner, Y. Rosunally, Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class, Electronic Journal of e-Learning, May 2016. 


[12] K. Aleksić-Maslać, Đ. Njavro, F. Borović, Curriculum Development of the Course Information and Communication Technologies, International Conference on Engineering Education (ICEE 2008), Pecs, Budapest, July 27th to July 29, 2008. 


[13] K. Aleksic-Maslac, D. Vasic, M. Korican, Student Learning Contribution through E-Learning Dimension at Course "Management Information Systems"", WSEAS Transactions on Information Science and Applications, Issue 3, Volume 7, March 2010. 


[14] K. Aleksic-Maslac, M. Magzan, ICT as a tool for building social capital in higher education, CampusWide Information Systems ISSN: 1065-0741, Volume: 29 Issue: 4, 2012. 


[15] K. Aleksić-Maslać, Gamification in education, Higher Education Institutions Conference, Split, 2016. 


[16] A. Sanchez-Mena, J. Marti-Parreno, Gamification in Higher Education: Teachers’ Drivers and Barriers, International Conference “The Future of Education”.

Cite this paper

Karmela Aleksic-Maslac, Branko Sinkovic, Philip Vranesic. (2017) Influence of Gamification on Student Engagement in Education. International Journal of Education and Learning Systems, 2, 76-82

 

cc.png
Copyright © 2017 Author(s) retain the copyright of this article.
This article is published under the terms of the Creative Commons Attribution License 4.0