Kovácsné Pusztai, Kinga2024-07-302024-07-302021-03-18Teaching Mathematics and Computer Science, Vol. 18 No. 2 (2020) , 87-1061589-7389https://hdl.handle.net/2437/378507The 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: 97P30application/pdfgamificationIT educationcomputational thinkingedutainmentmotivationGamification in Higher EducationfolyóiratcikkOpen AccessKinga Kovácsné Pusztaihttps://doi.org/10.5485/TMCS.2020.0510Teaching Mathematics and Computer Science218Teach. Math. Comp. Sci.2676-8364