Issue |
SHS Web Conf.
Volume 129, 2021
The 21st International Scientific Conference Globalization and its Socio-Economic Consequences 2021
|
|
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Article Number | 02004 | |
Number of page(s) | 6 | |
Section | Behavioral Economics and Decision-Making | |
DOI | https://doi.org/10.1051/shsconf/202112902004 | |
Published online | 16 December 2021 |
Possibilities of gamification in online learning at the University of Žilina
University of Zilina, Faculty of Operation and Economics of Transport and Communications, Univerzitna 1, 010 26 Zilina, Slovakia
* Corresponding author: lubica.gajanova@uniza.sk
Research background: The current classical education system also used at the University of Žilina has certain gamification elements. However, it does not meet needs of most students, and is even very demotivating for a large proportion of students. Students perceive studying only as their duty, instead of perceiving it as something they enjoy and like to do. With the advent of modern technologies, the way of teaching without them is beginning to seem uninteresting and often ineffective.
Purpose of the article: The COVID-19 global pandemic and the necessary national measures taken to combat the spread of the virus can significantly disrupt the provision of education. According to Resolution on the future of European education in the context of Covid-19 now is the right time to rethink and modernize curricula and procedures and accelerate change, by promoting digitization and innovation through gamification as well. The purpose of the paper is detect the possibilities of gamification in online learning at the University of Žilina.
Methods: The survey was conducted to obtain the necessary primary data. It was statistically tested by one-way ANOVA, which represents the option of analysis of variance.
Findings & Value added: The aim of the paper is to find a statistically significantly different segment of students from the University of Žilina, who have greatly expressed interest in gamification in online learning in order to increase their motivation.
Key words: gamification / online learning / University of Žilina
© The Authors, published by EDP Sciences, 2021
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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