{"title":"Eff ectiveness and attractiveness of gamifi cation carried out during the COVID-19 pandemic in the perception of high school students","authors":"Krzysztof Jasiński, Agnieszka Kopacz","doi":"10.5604/01.3001.0016.1652","DOIUrl":null,"url":null,"abstract":"The gamification method has gained in popularity in recent years. Theoretical works in this field emphasize its attractiveness, which also affects the effectiveness of the implementation of tasks considered stereotypically as tedious and requiring concentration. By introducing game-specific elements into the learning process, participants usually engage in activities more, feel more motivated and remember the content discussed better.\n\nIn the article, the authors attempt to answer the question of how the method of gamification is understood and assessed by high school students. To this end, they conducted surveys in two research groups: in the first, which participated in lessons based on gamification, and the second, in which such activities were not carried out.\n\nThe text presents the theoretical assumptions related to the topic and the research part, presenting the aforementioned research process.\n\n","PeriodicalId":147535,"journal":{"name":"Studia z Teorii Wychowania","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Studia z Teorii Wychowania","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5604/01.3001.0016.1652","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The gamification method has gained in popularity in recent years. Theoretical works in this field emphasize its attractiveness, which also affects the effectiveness of the implementation of tasks considered stereotypically as tedious and requiring concentration. By introducing game-specific elements into the learning process, participants usually engage in activities more, feel more motivated and remember the content discussed better.
In the article, the authors attempt to answer the question of how the method of gamification is understood and assessed by high school students. To this end, they conducted surveys in two research groups: in the first, which participated in lessons based on gamification, and the second, in which such activities were not carried out.
The text presents the theoretical assumptions related to the topic and the research part, presenting the aforementioned research process.