Technological Aspects of the Gamification Model for e-Learning Participant's Engagement

D. Gudoniene, Reda Bartkute, D. Rutkauskiene, T. Blažauskas
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引用次数: 8

Abstract

Gamification has been a popular object of researches in various fields. Many researches were made on various aspects of gamification and just very few were oriented to the influence of technological aspects for e-learning participant’s engagement. The challenge for our designed model was to find out the new effective ways for the engagement of the students. This paper analysis the prevailing technological aspects and technologies used in e-learning process as well as implementation of various technological solutions in learning platforms. Also, this paper presents a new model of technological aspects of gamification, which was implemented at the Faculty of Informatics to engage students to get better results in learning programming.
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电子学习参与者参与的游戏化模型的技术方面
游戏化已经成为各个领域的热门研究对象。关于游戏化的各个方面进行了许多研究,但很少有研究面向技术方面对电子学习参与者参与的影响。我们设计的模型面临的挑战是找到新的有效的方法来吸引学生。本文分析了电子学习过程中使用的主要技术方面和技术,以及各种技术解决方案在学习平台中的实现。此外,本文还介绍了游戏化技术方面的新模型,该模型已在信息学学院实施,以吸引学生在学习编程方面取得更好的结果。
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