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http://hdl.handle.net/20.500.12188/28138
Title: | TECHNICAL INFRASTRUCTURE AND TOOLS FOR GAMIFICATION IN EDUCATION | Authors: | Kiselichki, Martin Josimovska, Tea Mijoska belshoska, Marina Trenevska blagoeva, Kalina |
Keywords: | Gamification, ICT Platforms, ICT Tools, Technical infrastructure | Issue Date: | Sep-2023 | Conference: | 42 International Conference “The Power of Knowledge” | Abstract: | The academic research examines the incorporation of gamification in the context of higher education, with a focus on its importance, factors to consider during implementation, and the impact of Information and Communication Technology (ICT) platforms on improving the educational process. The utilization of game components and concepts in non-game contexts, sometimes referred to as gamification, is a potentially effective strategy for fostering student engagement and motivation within the contemporary higher education environment. The initial segment of the paper examines the significance of gamification within the context of higher education, emphasizing its capacity to facilitate active learning, enhance student engagement, and optimize information retention. Acknowledging the necessity for a clear methodology, this study underscores the significance of careful planning, congruence with educational goals, and transparent articulation of anticipated outcomes in order to optimize the advantages derived from gamified educational encounters. The subsequent section examines the essential factors to be taken into account while implementing gamification, including but not limited to mobile compatibility, data security and privacy, analytics, and technical assistance. These characteristics are crucial in guaranteeing the achievement and long-term viability of gamification projects in educational institutions. A comprehensive examination of notable information and communication technology (ICT) platforms utilized for gamification purposes is performed, specifically emphasizing "Classcraft," a gamification platform designed specifically for educational contexts. Classcraft offers a range of customized features, real-time tracking capabilities, and seamless connection with learning management systems, rendering it an appealing tool for instructors seeking to establish immersive and captivating learning environments. The available research indicates that the utilization of Classcraft has a beneficial effect on student involvement, motivation, and academic achievement. In summary, the strategic incorporation of gamification inside information and communication technology (ICT) platforms such as Classcraft holds the promise of revolutionizing higher education through the enhancement of dynamic and engaging learning experiences. The optimal utilization and strict adherence to established guidelines are crucial in order to fully leverage the educational benefits of gamification, hence augmenting the overall standard of education in the era of digital advancements. | URI: | http://hdl.handle.net/20.500.12188/28138 |
Appears in Collections: | Faculty of Economics 02: Conference papers / Трудови од научни конференции |
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Kiselicki P.pdf | 161.41 kB | Adobe PDF | View/Open |
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