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An Empirical Study on the Use of Gamification on IT Courses at Higher Education

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Teaching and Learning in a Digital World (ICL 2017)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 715))

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Abstract

The aim of this work is to evaluate the effectiveness of a gamification platform during an IT course at Corvinus University of Budapest. A total of more than 2500 students attended the course during 2015 and 2016. We used a gamification environment within the Moodle e-learning platform during the course. Gamification steps included a reward system, alternative learning paths, various feedback options and social interaction platforms. Course quality was assessed based on students’ willingness to participate in voluntary on-line tests, completion and results of final exams, as well as results of student satisfaction surveys. Our results indicate that gamification is able to improve IT course quality though it cannot solve all possible problems arising during such courses.

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Acknowledgement

The authors would like to thank Gabriella Baksa-Haskó for her continuous help and support.

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Correspondence to Szabina Fodor .

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Barna, B., Fodor, S. (2018). An Empirical Study on the Use of Gamification on IT Courses at Higher Education. In: Auer, M., Guralnick, D., Simonics, I. (eds) Teaching and Learning in a Digital World. ICL 2017. Advances in Intelligent Systems and Computing, vol 715. Springer, Cham. https://doi.org/10.1007/978-3-319-73210-7_80

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  • DOI: https://doi.org/10.1007/978-3-319-73210-7_80

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-73209-1

  • Online ISBN: 978-3-319-73210-7

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