Please use this identifier to cite or link to this item: https://scidar.kg.ac.rs/handle/123456789/22134
Title: Application And Potential Benefits Of Gamification In Education
Authors: Milašinović, Miloš
Jovanovic, Milos
Franc, Igor
Orčić, Stefan
Biga, Nenad
Issue Date: 2021
Abstract: Gamification is a term used for the process of applying elements of games to contexts that are not closely related to gaming such as business and education but can also be social networks and marketing. The elements of the games used can be the design and logic of the games among others, all with the aim of achieving motivation, involvement, promoting learning and problem solving. Since 2010, interest in gamification has grown in scientific circles, although this term and practice have existed since the 1980s. Gamification is a part of the innovation in education that is related to group learning supported by Computer Supported Collaborative Learning (CSCL) technology as well. This paper primarily describes an overview of the situation in the above-mentioned field dealing with gamification and its application to education and draws a conclusion that shows the potential benefits that gamification brings to students on various levels.
URI: https://scidar.kg.ac.rs/handle/123456789/22134
Type: conferenceObject
Appears in Collections:Faculty of Mechanical and Civil Engineering, Kraljevo

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