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Publikační činnost
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Typ záznamu:
stať ve sborníku (D)
Domácí pracoviště:
Katedra informačních a komunikačních technologií (45080)
Název:
A Preliminary Research of Learning Languages through the Gamified Application
Citace
Kostolányová, K. a ŠKUTA, P. A Preliminary Research of Learning Languages through the Gamified Application.
In:
ICTE 2016: Information and Communication Technology in Education Proceedings 5th-7th September 2016 Ostrava Czech Republic 2016-09-05 Ostrava.
Ostrava: Ostravská univerita, 2016. s. 159-168. ISBN 978-80-7464-850-2.
Podnázev
Rok vydání:
2016
Obor:
Pedagogika a školství
Počet stran:
10
Strana od:
159
Strana do:
168
Forma vydání:
Elektronická verze
Kód ISBN:
978-80-7464-850-2
Kód ISSN:
Název sborníku:
Information and Communication Technology in Education Proceedings 5th-7th September 2016 Ostrava Czech Republic
Sborník:
Mezinárodní
Název nakladatele:
Ostravská univerita
Místo vydání:
Ostrava
Stát vydání:
Sborník vydaný v ČR
Název konference:
ICTE 2016
Místo konání konference:
Ostrava
Datum zahájení konference:
Typ akce podle státní
příslušnosti účastníků akce:
Celosvětová akce
Kód UT WoS:
EID:
Klíčová slova anglicky:
Gamification, learning environment, gamified application, observation, motivation
Popis v původním jazyce:
The paper dealt with the theory of gamification and showed a preliminary research results based on a gamified application. In the first part the gamification was distinguished from the game-based learning. Then the game design methods and game elements were introduced and described. An example of gamified learning environment was illustrated in the form of application used for learning languages and analyzed according to the theoretical background. The second part focused on the research, where the main tool was the gamified application. High school students were asked to complete the three given tasks. Their work and progress was tracked in the application?s interface and researchers used structured and unstructured observation to capture students? emotions and behavior in the gamified environment. The students showed both positive and negative emotions. They managed to adopt the user interface quickly. The whole research was complemented by a questionnaire, where the students were asked about their attitude to computer games and game related terms. The students were familiar with the most of used game terms. Then they evaluated the chosen game elements including the whole education process. It was discovered that not all game elements were getting the same amount of students? attention. The overall students? evaluation of education was positive.
Popis v anglickém jazyce:
Seznam ohlasů
Ohlas
R01:
RIV/61988987:17450/16:A1701HVJ
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