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2016 | 7 | 4 | 224-232

Article title

Grywalizacja w edukacji akademickiej – możliwości i ograniczenia jej wykorzystania w kształceniu studentów

Authors

Content

Title variants

EN
Gamification in academic education – possibilities and limitations of its utilization in the students education

Languages of publication

PL EN

Abstracts

PL
Grywalizacja to koncepcja wykorzystująca określone mechanizmy i techniki do zwiększania zaangażowania, modyfikowania zachowań i przyzwyczajeń ludzi. Stosowana jest w biznesie m.in. w marketingu, sprzedaży, zarządzaniu zasobami ludzkimi, a obecnie coraz częściej w edukacji. W artykule zaprezentowano wyniki badań ankietowych dotyczących oceny grywalizacji jako metody zwiększania zaangażowania studentów. Przedstawiono przykładowe rozwiązania wykorzystujące mechanizmy grywalizacji, które zostały sformułowane przez studentów kierunku zarządzanie lubelskich uczelni. Uzyskane wyniki wskazują na wysoki poziom akceptacji rozwiązań grywalizacyjnych wśród studentów, jak również potrzebę ich uczestniczenia w takiej formie kształcenia.
EN
Gamification is the concept of utilize the specific mechanisms and techniques to increase the engagement and to modify the behaviour and habits of people. It is used in business, among others, in marketing, sales, human resource management, and now increasingly in education. The paper presents the results of the survey concerning the evaluation of gamification as a method of increasing the student engagement. The examples of solutions, that utilize the mechanisms of gamifi-cation and have been formulated by the students of management of Lublin universities, have been pre-sented. The obtained results indicate a high level of acceptance the gamification solutions among stu-dents as well as the need for their participation in this form of education.

Year

Volume

7

Issue

4

Pages

224-232

Physical description

Dates

published
2016

Contributors

author
  • Katolicki Uniwersytet Lubelski Jana Pawła II, Wydział Nauk Społecznych, Katedra Zarządzania Przedsiębiorstwem, Polska

References

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  • Foster J.A., Sheridan P.K., Irish R., Frost G.S. (2012), Gamification as a Strategy for Promoting Deeper Investigation in a Reverse Engineering Activity [w:] Proceedings of the 2012 American Society for Engineering Education Conference, AC.
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  • Seaborn K., Fels D.I. (2015), Gamification in Theory and Action: A Survey, „International Journal of Human-Computer Studies” no. 74.
  • Snyder E., Hartig J. (2013), Gamification of Board Review: A Residency Curricular Innovation, „Medical Education” no. 47.
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Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-b4c17380-2393-490a-872c-8cd6859d93bc
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