Abstract
Gamification in education include usage of game mechanics, dynamics, aesthetics and game-alike thinking in educational process. Its main objective is to increase student motivation, engagement and overall experience. The topic of this research is to present the possibilities of applying gamification in the form of implementing personalized gamified e-learning platform that supports selected courses as supporting tool for higher education institution. The hypothesis of this research is to understand how to describe web platform specifications able to increase the motivation for greater engagement in learning, and thus increase the understanding of the educational material. The paper consists of an introductory part that deals with the description of gamification as well as e-learning and the advantages of using it. Introduction is followed by an analysis of the survey conducted, that will examine the attitudes and opinions of users before using the developed and implemented e-learning platform. The survey was conducted on a sample of 50 students. Selected students used the platform through two semesters, in total of two different courses (Object Oriented Programming and Entrepreneurship). After completing the course, students were re-surveyed and acquired results prove that motivation was increased using proposed approach.
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Kučak, D., Biuk, A., Mršić, L. (2022). Enhancing Student Learning Productivity with Gamification-Based E-learning Platform: Empirical Study and Best Practices. In: Vasant, P., Zelinka, I., Weber, GW. (eds) Intelligent Computing & Optimization. ICO 2021. Lecture Notes in Networks and Systems, vol 371. Springer, Cham. https://doi.org/10.1007/978-3-030-93247-3_81
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