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2021 | 12 | 2(32) | 154-164

Article title

Analysis of the Impact of Gamification on Learning Efficiency on the Example of a Mobile Application

Content

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Abstracts

EN
The article analyses the impact of gamification on the effectiveness of the learning process with the use of the original mobile application. Gamification methods and gamification assessments attract more and more attention from both researchers and practitioners. We present the impact of learning rules and regulations of handball on the future referees of handball and people from the handball community (players, activists, sympathizers) from the implemented mobile application in comparison with the traditional method, i.e., from books or printed regulations. The results of the knowledge test for the users of the application were much better than traditional education. The analysis showed that in the first test, the users using the application and traditional learning achieved the same results (52%). In contrast, in the second test, the users using the application achieved 73% in comparison with the group not using the app (59%). Such a result may indicate that learning from the application has a good impact on the user. The adoption of gamification in learning and teaching is very popular and stimulating student motivation, involvement, and social influence.

Year

Volume

12

Issue

Pages

154-164

Physical description

Dates

published
2021

Contributors

author
  • Rzeszów University of Technology, Faculty of Electrical, andComputer Engineering, Department of Complex Systems
  • Rzeszów University of Technology, Faculty of Electrical, andComputer Engineering, Department of Complex Systems

References

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  • Bai, S.R., Hew, K.F., Huang, B.Y. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30. DOI: 10.1016/j.edurev.2020.100322.
  • Dymora, P., Mazurek, M., Kowal, B. (2019). Dydaktyczne aspekty projektowania aplikacji w środowisku Unity 3D. Edukacja – Technika – Informatyka, 1(27), 185–193.
  • Dymora, P., Mazurek, M., Kowal, B. (2019). Ocena skutków wykorzystania technologii wirtualnej i rozszerzonej rzeczywistości w procesie edukacyjnym. In: Social and technical aspects of security (p. 59–71). Vol. 1. Rzeszów: Oficyna Wydawnicza Politechniki Rzeszowskiej.
  • Dymora, P., Niemiec, K. (2019). Gamification as a Supportive Tool for School Children with Dyslexia. Informatics, 6 (4), 1–24.
  • Georgiou, K., Nikolaou, I. (2020). Are applicants in favour of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method. Computer in Human Behavior, 109. DOI: 10.1016/j.chb.2020.106356.
  • Hainey, T., Connolly, T.M., Boyle, E.A., Wilson, A., Razak, A. (2016). A systematic literature review of games based learning empirical evidence in primary education. Comput. Educ., 102, 202–223.
  • Hamari, J., Koivisto, J., Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In: Proceedings of the 47th Hawaii International Conference on System Sciences (p. 3025–3034). Waikoloa, HI.
  • Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav., 54, 170–179.
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  • Putz, L.M., Hofbauer, F., Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computer in Human Behavior, 110. DOI: 10.1016/j.chb.2020.106392.
  • Sailer, M., Hense, J.U., Mayr, S.K., Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Comput. Hum. Behav., 69, 371–380.
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Document Type

Publication order reference

Identifiers

Biblioteka Nauki
2044817

YADDA identifier

bwmeta1.element.ojs-doi-10_15584_jetacomps_2021_2_18
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