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Games and gamification as modern tools in university education Danuta Smołucha - 2016

Informations

Support : Références scientifiques
Auteur(s) : Danuta Smołucha
Editeur : Horyzonty Wychowania, 15 (34), 231-244. DOI: 10.17399/HW.2016.153413
Date : 2016
Langue : Langue


Description

RESEARCH OBJECTIVE: The aim of the article is to present the phenomenon of gamification and to analyse the benefits connected with the introduction of the education methods and tools based on gamification systems.

 

THE RESEARCH PROBLEM AND METHODS: The article provides examples of universities in which gamification courses (based on gamification systems) were introduced as part of their teaching programmes. Next, it identifies and analyses benefits resulting from the implementation of this innovative method into the educational process.

 

THE PROCESS OF ARGUMENTATION: In the first part of the article the emphasis is placed on the need for development of entrepreneurial attitudes among students who will follow a professional career path after raduating. Introducing game simulations and gamification systems to the process of entrepreneurial education can lead to enhancing and intensifying its results. The next part of the article describes several examples of how gamification is applied in teaching and what benefits it brings. The final part of the article explains why gamification is still used only in few educational institutions in Poland.

 

RESEARCH RESULTS: The analysis of the examples given in the article, as well as the conclusions of the studies conducted both in Poland and abroad, lead to the conclusion that gamification is a valuable tool which can help to develop the features desired and required in today’s labour market.

 

CONCLUSIONS, INNOVATIONS AND RECOMMENDATIONS: The use of activating educational methods based on modern technologies in the educational process is not only an opportunity for modern education, but also a big challenge. The formation of entrepreneurial attitudes in pupils and students should start from educating educators because implementing modern tools in education depends on them.

 

Références (1) :

 

Alvarez, J. (2008). Serious games. Advergaming, edugaming, training and more. Montpellier: Idate. 



Mots-clés : Education, Game, Gamification, Initiative