Title Igrifikacija u nastavi informatike
Title (english) Gamification in the teaching of informatics
Author Dino Sabljak
Mentor Ivan Pogarčić (mentor)
Committee member Marlena Plavšić (predsjednik povjerenstva)
Committee member Siniša Sovilj (član povjerenstva)
Granter University of Pula (Faculty of Informatics in Pula) Pula
Defense date and country 2023-09-19, Croatia
Scientific / art field, discipline and subdiscipline SOCIAL SCIENCES Information and Communication Sciences Information Systems and Information Science
Abstract Korištenje elemenata sličnih igricama u kontekstima koji nisu igrice, obično poznato kao igrifikacija, sve više dobiva na snazi u raznim područjima, posebice u obrazovanju. Ovaj diplomski rad istražuje podrijetlo, principe i ključne elemente igrifikacije te se bavi njezinom primjenom unutar nastavnih okruženja, posebno u informatičkom obrazovanju. U drugom poglavlju rada razmatra se povijest igrifikacije i objašnjavaju njezina temeljna načela i elemente igre koji se mogu integrirati u obrazovne okvire. Posebna se pozornost pridaje ulozi igrifikacije u obrazovnim okruženjima, s naglaskom na platforme za online učenje i alate kao što su Kahoot! i Gimkit. U trećem poglavlju prikazuju se praktični primjeri igrifikacije u nastavi Informatike, a naredno poglavlje naglašava prednosti i nedostatke igrifikacije. Peto poglavlje pruža uvid u istraživanje i rezultate istraživanja koje je uključivalo demografsku analizu ispitanika te vrednovanje njihovih iskustava i perspektiva o korištenju igrifikacije u nastavi. Rezultati potvrđuju da, iako igrifikacija ima razne prednosti poput povećanog angažmana i motivacije učenika, ona također nosi potencijalne nedostatke, uključujući rizik od površnog učenja i naglasak na nagrade, a ne na obrazovne ishode.
Abstract (english) The use of game-like elements in non-game contexts, commonly known as gamification, is gaining traction in various fields, especially in education. This thesis investigates the origin, principles and key elements of gamification and deals with its application within the teaching environment, especially in IT education. In the second chapter, the paper discusses the history of gamification and explains its basic principles and game elements that can be integrated into educational frameworks. Particular attention is paid to the role of gamification in educational environments, with a focus on online learning platforms and tools such as Kahoot! and Gimkit. In the third chapter, practical examples of gamification in computer science classes are presented, and below, the advantages and disadvantages of gamification are emphasized. The fifth chapter provides an insight into the research and its results, research was conducted that included the demographic analysis of the respondents the evaluation of their experiences, and the perspective of using gamification in teaching. The results confirm that while gamification has various advantages such as increased student engagement and motivation, it also carries potential disadvantages, including the risk of successful learning and a focus on rewards rather than educational outcomes.
Keywords
nastava Informatike
igrifikacija
kahoot
Keywords (english)
Computer science teaching
gamification
kahoot
Language croatian
URN:NBN urn:nbn:hr:137:376227
Study programme Title: Master in Informatics; specializations in: Master in Informatics, Master in Informatics, specialisation: teaching, Master in Informatics, Master in Informatics, specialisation: teaching Course: Master in Informatics, Master in Informatics, specialisation: teaching Study programme type: university Study level: graduate Academic / professional title: magistr/magistra edukacije informatike (magistr/magistra edukacije informatike)
Type of resource Text
File origin Born digital
Access conditions Open access
Terms of use
Created on 2023-09-22 13:21:37