Tehnički glasnik, Vol. 15 No. 2, 2021.
Izvorni znanstveni članak
https://doi.org/10.31803/tg-20201008090615
Gamification Framework for E-Learning Systems in Higher Education
Andrija Bernik
; University North, 104. brigade 1, 42000 Varazdin, Croatia
Sažetak
This paper explains the concept of gamification, lists the current models according to which educational e-courses can be designed, and proposes a conceptual eRIOOS model aimed at higher education. The aim of the research as well as the purpose of creating a conceptual model of gamification is to standardize the elements of computer games that can be used in educational e-courses at higher education institutions. In the preparation of this research, the emphasis was placed on the invention and analysis of professional and scientific literature for creating a conceptual model. The model contains a logical representation of two levels of complexity. Three separate e-courses have been created in different courses within the two University institutions, which serve as a tool to check the correctness of the conceptual eRIOOS model. The result of the research is a confirmed conceptual model that is suitable for creating Moodle e-courses of IT teaching orientation in higher education institutions.
Ključne riječi
e-course; eRIOOS; gamification; model; Moodle; University
Hrčak ID:
258425
URI
Datum izdavanja:
8.6.2021.
Posjeta: 2.457 *