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Pros and Cons Gamification and Gaming in Classroom


 
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1. Title Title of document Pros and Cons Gamification and Gaming in Classroom
 
2. Creator Author's name, affiliation, country Iulian Furdu; "Vasile Alecsandri" University of Bacau; Romania
 
2. Creator Author's name, affiliation, country Cosmin Tomozei; "Vasile Alecsandri" University of Bacau; Romania
 
2. Creator Author's name, affiliation, country Utku Kose; Usak University; Turkey
 
3. Subject Discipline(s) Education
 
3. Subject Keyword(s) Learning environment, game-based learning, learning approaches, gamification
 
4. Description Abstract

The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using gamification within learning process. Exploratory study —cases are provided to investigate the relation between motivation and engagement of the students and gamification in training. Following this idea, a survey was conducted to assess how students' behavior and motivation is affected by introducing a single, specific gamification element during a semester learning process. To stimulate competition among students, a ranking type plugin was introduced within the university learning management system used for extramural education. The results prove that motivation decreases by comparison to the previous semester.

 
5. Publisher Organizing agency, location Asociatia EduSoft / Academia EduSoft
 
6. Contributor Sponsor(s)
 
7. Date (YYYY-MM-DD) 2017-07-24
 
8. Type Status & genre Peer-reviewed Article
 
8. Type Type
 
9. Format File format PDF
 
10. Identifier Uniform Resource Identifier https://brain.edusoft.ro/index.php/brain/article/view/689
 
11. Source Title; vol., no. (year) BRAIN. Broad Research in Artificial Intelligence and Neuroscience; Vol 8, No 2 (2017): BRAIN, volume 8, issue 2, year 2017
 
12. Language English=en en
 
13. Relation Supp. Files
 
14. Coverage Geo-spatial location, chronological period, research sample (gender, age, etc.)
 
15. Rights Copyright and permissions Copyright (c) 2017 BRAIN. Broad Research in Artificial Intelligence and Neuroscience