Please use this identifier to cite or link to this item: https://scidar.kg.ac.rs/handle/123456789/22134
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dc.contributor.authorMilašinović, Miloš-
dc.contributor.authorJovanovic, Milos-
dc.contributor.authorFranc, Igor-
dc.contributor.authorOrčić, Stefan-
dc.contributor.authorBiga, Nenad-
dc.date.accessioned2025-02-24T13:43:12Z-
dc.date.available2025-02-24T13:43:12Z-
dc.date.issued2021-
dc.identifier.isbn978-86-89755-21-3en_US
dc.identifier.urihttps://scidar.kg.ac.rs/handle/123456789/22134-
dc.description.abstractGamification 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.en_US
dc.language.isoenen_US
dc.publisherBelgrade Metropolitan Universityen_US
dc.subjectE-Learningen_US
dc.subjectGamificationen_US
dc.subjectGroup Learningen_US
dc.titleApplication And Potential Benefits Of Gamification In Educationen_US
dc.typeconferenceObjecten_US
dc.description.versionPublisheden_US
dc.type.versionPublishedVersionen_US
dc.source.conference12th International Conference on eLearning (eLearning-2021), 23-24 September 2021, Belgrade, Serbiaen_US
Appears in Collections:Faculty of Mechanical and Civil Engineering, Kraljevo

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