DIGITAL LIBRARY
STUDENTS’ ATTITUDE TO GAMIFICATION OF EDUCATION DEPENDING ON THEIR PRIOR EXPERIENCE
University of Szczecin (POLAND)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 8656-8662
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.2061
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
Gamification is “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” [1]. Gamification can be applied to various subjects of education with an aim of raising students’ motivation and engagement, giving students more personalized and challenging learning experience, and creating more natural and convincing environment for practical application of theoretical knowledge.

In this paper, we discuss the results of a survey on the students’ attitude to gamification in the context of their prior experience with games and gamification. We both compare their self-assessment of personal gamification proneness? and investigate their attitude to eight preselected educational gamification techniques including storytelling with alternative scenarios, individual development paths, role-playing, direct competition with other students, leaderboards within student groups, non-material rewards, random events during classes and the use of mobile applications supporting gamification, such as fast quizzes.
Keywords:
Gamification, educational methods, students attitude, motivation, mobile apps, innovation.