TUTCRIS - Tampereen teknillinen yliopisto

TUTCRIS

Gamification at School

Tutkimustuotosvertaisarvioitu

Yksityiskohdat

AlkuperäiskieliEnglanti
OtsikkoEDULEARN17
AlaotsikkoThe 9th International Conference on Education and New Learning Technologies
Sivut9334-9340
ISBN (elektroninen)978-84-697-3777-4
DOI - pysyväislinkit
TilaJulkaistu - 2017
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaInternational Conference on Education and New Learning Technologies -
Kesto: 1 tammikuuta 1900 → …

Julkaisusarja

Nimi
ISSN (elektroninen)2340-1117

Conference

ConferenceInternational Conference on Education and New Learning Technologies
Ajanjakso1/01/00 → …

Tiivistelmä

Traditional teacher-oriented teaching methods in a lecture style are no longer viewed as effective enough for learning and are therefore criticized. It is generally agreed that the modern education should engage students, stimulate interests and maintain a positive attitude. In other words, there should be a way to further learning for example by combining it with playing. This is why many educators and researchers devise new strategies, tools, methods and techniques of novel and engaging activities in order to gamify education. Gamification is often defined as the use of game mechanics and game design techniques in non-game contexts. The present study focuses on investigating possibilities of gamification at school and in a classroom setting. In this study, to complement current research knowledge in the field of classroom and education gamification, students and teachers (n = 120) provided their point of view how to utilize gamification for learning and teaching purposes. As a result, several perfectible and creative concepts were figured out. Implications of the findings for future research are discussed and research based recommendations are presented.

Julkaisufoorumi-taso