GAMIFICATION FRAMEWORK FOR E-LEARNING SYSTEMS IN HIGHER EDUCATION

Gamification Framework for E-Learning Systems in Higher Education

Gamification Framework for E-Learning Systems in Higher Education

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This paper explains the concept of gamification, lists the current models according to which educational e-courses can be designed, and proposes a conceptual eRIOOS willett mini bottle model aimed at higher education.The aim of the research as well as the purpose of creating a conceptual model of gamification is to standardize the elements of computer games that can be used in educational e-courses at higher education institutions.In the preparation of this research, the emphasis was placed on the invention and analysis of professional and scientific tokidoki hello kitty blind box literature for creating a conceptual model.The model contains a logical representation of two levels of complexity.

Three separate e-courses have been created in different courses within the two University institutions, which serve as a tool to check the correctness of the conceptual eRIOOS model.The result of the research is a confirmed conceptual model that is suitable for creating Moodle e-courses of IT teaching orientation in higher education institutions.

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