Publication Details

Increasing students' motivation by using virtual learning environments based on gamification mechanics

PASTUSHENKO Olena, HRUŠKA Tomáš and ZENDULKA Jaroslav. Increasing students' motivation by using virtual learning environments based on gamification mechanics. In: ACM International Conference Proceedings Series. Salamanca: Association for Computing Machinery, 2018, pp. 755-760. ISBN 978-1-4503-6518-5.
Czech title
Zvyšování motivace studentů pomocí virtuálních učebních prostředí založených na gamifikací
Type
conference paper
Language
english
Authors
Keywords
Gamification
students motivation
adaptive learning
open source educational software
Abstract
Increasing students' motivation is an important task during the educational process. One of the possible ways how to achieve this is to use innovative educational mechanics, such as gamification. Gamification provides an opportunity to extend regular learning management systems and virtual learning environments with game-like elements, such as points, levels and meaningful narrative. This paper describes an implementation and usage of gamified assignments in Web Development. Firstly, we analyzed gamification possibilities in higher educational institutions. After each assignment, we gathered feedback from students to study their involvement, motivation, and influence of gamification on how the information was perceived. Based on the results, several suggestions for the improvement are discussed, such as adaptive variable difficulty or making the achievement public in order to increase social motivational drive influence.
Published
2018
Pages
755-760
Proceedings
ACM International Conference Proceedings Series
Conference
Sixth Edition Technological Ecosystems for Enhancing Multiculturality, Salamanca, ES
ISBN
978-1-4503-6518-5
Publisher
Association for Computing Machinery
Place
Salamanca, ES
DOI
BibTeX
@INPROCEEDINGS{FITPUB11824,
   author = "Olena Pastushenko and Tom\'{a}\v{s} Hru\v{s}ka and Jaroslav Zendulka",
   title = "Increasing students' motivation by using virtual learning environments based on gamification mechanics",
   pages = "755--760",
   booktitle = "ACM International Conference Proceedings Series",
   year = 2018,
   location = "Salamanca, ES",
   publisher = "Association for Computing Machinery",
   ISBN = "978-1-4503-6518-5",
   doi = "10.1145/3284179.3284310",
   language = "english",
   url = "https://www.fit.vut.cz/research/publication/11824"
}
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