Gamification in Higher Education
dc.contributor.author | Kovácsné Pusztai, Kinga | |
dc.date.accessioned | 2024-07-30T13:18:00Z | |
dc.date.available | 2024-07-30T13:18:00Z | |
dc.date.issued | 2021-03-18 | |
dc.description.abstract | The 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: 97P30 | en |
dc.format | application/pdf | |
dc.identifier.citation | Teaching Mathematics and Computer Science, Vol. 18 No. 2 (2020) , 87-106 | |
dc.identifier.doi | https://doi.org/10.5485/TMCS.2020.0510 | |
dc.identifier.eissn | 2676-8364 | |
dc.identifier.issn | 1589-7389 | |
dc.identifier.issue | 2 | |
dc.identifier.jatitle | Teach. Math. Comp. Sci. | |
dc.identifier.jtitle | Teaching Mathematics and Computer Science | |
dc.identifier.uri | https://hdl.handle.net/2437/378507 | |
dc.identifier.volume | 18 | |
dc.language | en | |
dc.relation | https://ojs.lib.unideb.hu/tmcs/article/view/10966 | |
dc.rights.access | Open Access | |
dc.rights.owner | Kinga Kovácsné Pusztai | |
dc.subject | gamification | en |
dc.subject | IT education | en |
dc.subject | computational thinking | en |
dc.subject | edutainment | en |
dc.subject | motivation | en |
dc.title | Gamification in Higher Education | en |
dc.type | folyóiratcikk | hu |
dc.type | article | en |
Fájlok
Eredeti köteg (ORIGINAL bundle)
1 - 1 (Összesen 1)