Who is more eager to use Gamification in Economic Disciplines? Comparison of Students and Educators

IF 1.2 Q4 BUSINESS Business Systems Research Journal Pub Date : 2022-11-23 DOI:10.2478/bsrj-2022-0017
Nikolina Dečman, A. Rep, Marion Titgemeyer
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Abstract

Abstract Background: In this paper, the focus is on the application of digital and mobile technologies as supporting tools for the implementation of gamification in the field of education of future economists. Objectives: The paper’s main objective is to explore whether educators and students are motivated and willing to apply additional technologies as main gamification components in their work and education. Moreover, the paper aims to assess how their more comprehensive application affects the quality of teaching, work flexibility, new learning opportunities, and outcomes. Methods/Approach: The survey method was used to collect answers from educators and students primarily interested in accounting, finance, trade and tourism from higher and secondary education institutions in Croatia, Poland, Serbia and Germany. Afterwards, the responses were compared using statistical methods. Results: Research results confirm that educators and students are willing to use gamification in teaching. Still, they also expressed the need for better administrative support in using particular e-learning tools. Surprisingly, educators are more eager to use gamification in their work than students. Conclusions: The study’s general conclusion is that educators and students are both aware of the advantages of using e-learning tools provided through digital and mobile technologies and are eager to implement more gamification in the teaching process. However, continuous education in applying new digital technologies is needed on both sides.
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谁更渴望在经济学科中使用游戏化?学生与教育者的比较
摘要背景:本文的重点是应用数字和移动技术作为支持工具,在未来经济学家的教育领域实施游戏化。目的:本文的主要目的是探讨教育工作者和学生是否有动力并愿意在他们的工作和教育中应用额外的技术作为主要的游戏化组件。此外,本文旨在评估它们更全面的应用如何影响教学质量、工作灵活性、新的学习机会和成果。方法/途径:采用调查方法从克罗地亚、波兰、塞尔维亚和德国的高等和中等教育机构中主要对会计、金融、贸易和旅游感兴趣的教育工作者和学生中收集答案。然后,用统计学方法对结果进行比较。结果:研究结果证实,教育工作者和学生都愿意在教学中使用游戏化。不过,他们也表示需要在使用特定电子学习工具方面提供更好的行政支持。令人惊讶的是,教育工作者比学生更渴望在他们的工作中使用游戏化。结论:该研究的总体结论是,教育工作者和学生都意识到使用通过数字和移动技术提供的电子学习工具的优势,并渴望在教学过程中实施更多的游戏化。然而,双方都需要继续进行应用新数字技术的教育。
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来源期刊
CiteScore
3.00
自引率
6.70%
发文量
0
审稿时长
22 weeks
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