Gamification in Higher Education

dc.contributor.authorKovácsné Pusztai, Kinga
dc.date.accessioned2024-07-30T13:18:00Z
dc.date.available2024-07-30T13:18:00Z
dc.date.issued2021-03-18
dc.description.abstractThe way of thinking and the way of life of the today's children and teenagers have changed radically. Some of the well-established pedagogical methods that were used for decades have become obsolete. Therefore, we need to look for a new method to approach Generations Z and Alpha. Gamification, which has been known since 2010 and means the use of game elements in other areas of life, offers an opportunity to do so. In addition to a brief description of gamification, my article shows some possibilities for using it at the university. Furthermore, I investigate the impact of gamification on the student in "Algorithms and Data Structures" university course. Subject Classification: 97P30en
dc.formatapplication/pdf
dc.identifier.citationTeaching Mathematics and Computer Science, Vol. 18 No. 2 (2020) , 87-106
dc.identifier.doihttps://doi.org/10.5485/TMCS.2020.0510
dc.identifier.eissn2676-8364
dc.identifier.issn1589-7389
dc.identifier.issue2
dc.identifier.jatitleTeach. Math. Comp. Sci.
dc.identifier.jtitleTeaching Mathematics and Computer Science
dc.identifier.urihttps://hdl.handle.net/2437/378507
dc.identifier.volume18
dc.languageen
dc.relationhttps://ojs.lib.unideb.hu/tmcs/article/view/10966
dc.rights.accessOpen Access
dc.rights.ownerKinga Kovácsné Pusztai
dc.subjectgamificationen
dc.subjectIT educationen
dc.subjectcomputational thinkingen
dc.subjectedutainmenten
dc.subjectmotivationen
dc.titleGamification in Higher Educationen
dc.typefolyóiratcikkhu
dc.typearticleen
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