The use of gamification in distance education
Anna Para
Abstract
The article deals with using game mechanisms (gamification) to increase students' motivation and involvement in remote educational activities. Distance learning has become the dominant form of learning at various levels of education during the Covid-19 pandemic. It is very likely that also in the future, remote courses will constitute a considerable part of the educational offer of universities as well as other educational institutions. Along with the popularization and mass implementation of distance learning, the role of educators and the importance of their digital competences increased. In a relatively short time, teachers and educators had to adapt the course content and materials to the needs and technical possibilities of distance learning. One of the greatest challenges was maintaining the participants' involvement and motivation in remote classes, supported by gamification.
This article aims to explain the concept of gamification and discuss game mechanisms along with their possible applications in distance education. The author discusses the effectiveness of gamification in light of selected psychological theories in the context of distance learning and its technological conditions. The article provides examples of selected applications and platforms that may help gamify remote classes at the higher education level.
Keywords: gamification, distance education, students' motivation, educators' competences, education applications
References
- Carr, D. F. (2011, 10 czerwca). Gamification: 75% psychology, 25% technology. InformationWeek. http://bit.ly/36vkXMr
- Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. Basic Books.
- Deterding, S., Dixon, D., Khaled, R. i Nacke, L. (2011). From game design elements to gamefulness: defining gamification. W Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (s. 9-15). https://doi.org/10.1145/2181037.2181040
- Długosz, P. (2020). Raport z II etapu badań studentów UP. Opinia na temat zdalnego nauczania i samopoczucia psychicznego. https://ifis.up.krakow.pl/wp-content/uploads/sites/9/2020/06/Raport-Studenci-UP-II-etap.pdf
- Effie. (2018). Helsana+ Pluspunkte fürs Leben. https://www.effie.org/case_database/case/CH_2018_17
- Freeman, M., Blayney, P. i Ginns, P. (2006). Anonymity and in class learning: The case for electronic response systems. Australasian Journal of Educational Technology, 22(4). https://doi.org/10.14742/ajet.1286
- Healy, M. (2020, 29 września). Points on the board: How I gamified my PhD by publication progress. https://mojohealy.com/post/points_on_the_board/
- Huizinga, J. (1949). Homo Ludens: A study of the play-element in culture. Routledge & Kegan.
- Kahoot. (2018, 18 stycznia). New year, new heights: Kahoot! grows by 75% to reach 70 million unique users. https://kahoot.com/press/2018/01/18/kahoot-grows-reach-70-million-unique-users/
- Lunden, I. i Mascarenhas, N. (2020, 11 czerwca). Kahoot raises $28M for its user-generated educational gaming platform, now valued at $1.4B. https://techcrunch.com/2020/06/11/kahoot-raises-28m-for-its-user-generated-educational-gaming-platform-now-valued-at-1-4b/
- McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
- Mentimeter. (b.d.). Mentimeter news. Pobrane 2 stycznia 2021 z https://www.mentimeter.com/press
- Morrison, J. D. (2015). The effects of electronic response systems on student learning. Master's Theses.
- Mural. (b.d.). Mural for education. Pobrane 2 stycznia 2021 z https://www.mural.co/education
- Nasiłowska-Włodarek, I. i Gredżuk, A. (2020, 14 grudnia). Grywalizacja a lojalność w biznesie! Nowa Sprzedaż. https://www.nowa-sprzedaz.pl/artykul/grywalizacja-a-lojalnosc-w-biznesie-1
- Pink, D. H. (2011). Drive. Kompletnie nowe spojrzenie na motywację. Studio Emka.
- Plump, C. M. i LaRosa, J. (2017). Using Kahoot! In the classroom to create engagement and active learning: a game-based technology solution for eLearning novices. Management Teaching Review, 2(2), 151-158. https://doi.org/10.1177/2379298116689783
- Rutkowski, E., Marszałkowski, J. i Biedermann, S. (2020). The game industry of Poland - Report 2020. Polish Agency for Enterprise Development 2020. https://www.een.org.pl/storage/publications/pdf/The_Game_Industry_of_Poland_report_2020v4.pdf
- Ryan, R. i Deci, E. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. https://doi.org/10.1006/ceps.1999.1020
- Skinner, B. F. (1957). The experimental analysis of behavior. American Scientist, 45(4), 343-371.
- Skoyles, A. i Bloxsidge, E. (2017). Have you voted? Teaching OSCOLA with Mentimeter. Legal Information Management, 17(4), 232-238. https://doi.org/10.1017/S1472669617000457
- Strava. (b.d.). Features for athlets, made by athlets. Pobrane 2 stycznia 2021 z https://www.strava.com/
- Tkaczyk, P. (2010). Grywalizacja. Jak zastosować mechanizmy gier w działaniach marketingowych. Onepress.
- Varannai, I, Sasvari, P. i Urbanovics, A. (2017). The use of gamification in higher education: An empirical study. International Journal of Advanced Computer Science and Applications, 8(10), 1-6. https://doi.org/10.14569/IJACSA.2017.081001
- Wan, T. (2017, 12 czerwca). Kahoot Toots 50 million monthly active users-and a timeline to revenue. EdSurge. https://www.edsurge.com/news/2017-06-12-kahoot-toots-50-million-monthly-active-users-and-a-timeline-to-revenue
- Wawer, M. (2014). Grywalizacja w edukacji i szkoleniu pracowników. Edukacja ? Technika - Informatyka, 5(1), 249?254.
- Wu, B., Wang, A. I., Borresen, E. A. i Tidemann, K. A. (2011). Improvement of a lecture game concept - Implementing lecture quiz 2.0. W Proceedings of the 3rd International Conference on Computer Supported Education, 2 (s. 26-35). CSEDU. https://doi.org/10.5220/0003331300260035
- Zichermann, G. i Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
- Złotek, M. (2017). Grywalizacja: wykorzystanie mechanizmów z gier jako motywatora do zmiany zachowania ludzi. Oficyna Wydawnicza Akademii im. Andrzeja Frycza Modrzewskiego. http://hdl.handle.net/11315/14901
- Zwift. (b.d.). Train at home. The app for riding, running and training with your community. Pobrane 2 stycznia 2021 z https://www.zwift.com/
Add to: Del.icio.us Facebook Wykop Twitter.com Blip.pl Digg.com
AUTHOR |
About the article
DOI: https://doi.org/10.15219/em88.1499
The article is in the printed version on pages 21-29.
How to cite
Para, A. (2021). Możliwości wykorzystania grywalizacji w zdalnej edukacji. e-mentor, 1(88), 21-29. https://doi.org/10.15219/em88.1499
Table of contents