GAMIFICATION IN CONTEST OF HIGHER EDUCATION Cover Image

GAMIFICATION IN CONTEST OF HIGHER EDUCATION
GAMIFICATION IN CONTEST OF HIGHER EDUCATION

Author(s): Muhamed Ćosić, Nešad Krnjić, Rudolf Petrušić
Subject(s): Education, Higher Education , ICT Information and Communications Technologies
Published by: INTERNACIONALNI UNIVERZITET TRAVNIK
Keywords: gamification; higher education; information technology;

Summary/Abstract: The increasing application of new technological innovations has a great impact on educational procedures at universities. Information systems that facilitate the learning process are increasingly being used. On the other hand, there is an obvious problem with today's generation of students in terms of increasing and retaining attention during teaching. In the modern digital world, students are spending more and more time "on the screens" of smartphones, tablets and laptops. Also, the growing influence of technology results in a shift from classic lectures to integrated digital learning environments. Due to these facts, it is necessary to offer students new learning concepts that will result in better learning outcomes. The concept of gamification is set as one of the solutions. Basically, the concept of gamification uses elements of games in "non-gaming" areas such as education, health, marketing, etc. The paper explains the key concepts and frameworks of gamification. The paper focuses on presenting the concept of gamification in the context of higher education primarily as one of the ways to improve the teaching process by using interactive techniques that meet the needs of today's generation of students

  • Issue Year: 10/2022
  • Issue No: 17
  • Page Range: 37-44
  • Page Count: 8
  • Language: English
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