Tehnički glasnik, Vol. 16 No. 4, 2022.
Pregledni rad
https://doi.org/10.31803/tg-20220126221837
Computer Game Elements and its Impact on Higher Education
Andrija Bernik
; University North, 104. brigade 1, 42000 Varaždin, Croatia
Damir Vusić
orcid.org/0000-0001-9972-2246
; University North, 104. brigade 1, 42000 Varaždin, Croatia
Voravika Wattanasoontorn
; Prince of Songkla University, 80 Vichitsongkarm road Kathu Phuket, Thailand
Sažetak
This review paper analyses authors who used gamified e-learning systems in higher education. Their thoughts, problems and conclusions are accompanied and observed. Positive guidelines are provided for the inclusion of computer game elements in the education system. Review paper includes a comparison of the gamified and traditional education system with an incentive to conduct further research activities. The list of researchers is provided who had experiments on students in the higher education system. Duration of those experiments is shown as well as the number of used game elements for their gamified systems. The list of survey questions for teaching staff (N=98) is provided as well as their thoughts on gamified systems and its use. The conclusions are that it is necessary to pay attention to the visual appearance and environment in which teaching materials are presented and studied.
Ključne riječi
e-learning; game elements; gamification; higher education; teachers
Hrčak ID:
283804
URI
Datum izdavanja:
23.9.2022.
Posjeta: 1.130 *