„Nem csak játék” Gamifikációs eszközök ismertségének, használatának és megítélésének vizsgálata egyetemi oktatók körében /
Gamification is an increasingly adopted pedagogical approach that seeks to enhance student motivation and engagement through the integration of game-based mechanics into the learning process. This study aimed to explore how university instructors utilize gamification, how frequently they apply such...
Elmentve itt :
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| Dokumentumtípus: | Cikk |
| Megjelent: |
2025
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| Sorozat: | RECREATION
15 No. 1-2 |
| Tárgyszavak: | |
| doi: | 10.21486/recreation.2025.15.1-2.5 |
| mtmt: | 36202318 |
| Online Access: | http://publicatio.bibl.u-szeged.hu/37241 |
| Tartalmi kivonat: | Gamification is an increasingly adopted pedagogical approach that seeks to enhance student motivation and engagement through the integration of game-based mechanics into the learning process. This study aimed to explore how university instructors utilize gamification, how frequently they apply such tools, and what impact these practices have on student participation and performance. Based on the results of a questionnaire survey, we identified that the most commonly implemented elements include the use of points and badges, the incorporation of levels and challenges, and the creation of competitive scenarios. These methods were generally perceived to foster greater student engagement and motivation. However, some instructors expressed concerns about the potential negative effects of excessive competition and social comparison, such as increased stress. In addition, several barriers to gamification were identified, including the difficulty of integrating such methods into theoretical subjects, the lack of methodological support, and the rigidity of institutional structures. Overall, our findings suggest that the successful implementation of gamification requires careful instructional design and broader institutional support. |
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| Terjedelem/Fizikai jellemzők: | 35-40 |
| ISSN: | 2064-4981 |