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e-mentor
|
2021
|
issue 1 (88)
21-29
EN
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.
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