Autor: |
Garamkhand Surendeleg, Yoon Sang Kim, Uranchimeg Tudevdagva |
Rok vydání: |
2015 |
Předmět: |
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Zdroj: |
Communications in Computer and Information Science ISBN: 9783319237657 |
DOI: |
10.1007/978-3-319-23766-4_56 |
Popis: |
As educators, online training is one of the advanced ways to deliver the learning content to the target group; however we are facing issues on student motivation, engagement and achievement. Therefore educators are trying to adopt advanced education technologies to improve the education quality. Gamification is one of the trend technologies in many areas. It gives chance to use particular game elements in non-game content and provides some advantages for the developers such as less-professional skills on its design and lessfinancial expense. This study checks the impact of gamified learning content in proposed fully online course by comparing gamification part with conventional content part. This paper focuses on quantitative analysis to check the difference on users’ engagement and achievement. The result shows that the gamification part has significant improvement on user engagement. |
Databáze: |
OpenAIRE |
Externí odkaz: |
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