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THE POSSIBILITIES OF CREATING AN EXPERIENCE BASED UNIVERSITY COURSE ON AN ONLINE DIGITAL PLATFOROM WITH THE TOOLS OF GAMIFICATION

A.Toth, E. Logo

First published: 2017https://doi.org/10.5593/sgemsocial2017/35/S13.076View metrics

Abstract

The aim of the paper is to introduce how to implement gamification elements into an online digital platform to create a digital, user experience based university course. First a brief introduction to gamification, game design elements and advantages are introduced. To understand the advantages of the different game elements (e.g. points, leaderboards, freedom of choice) to use, pilot tests were held for 2 semesters, in which 118 and 156 students participated. In these pilots, some of the course elements were tested in offline and some in an online environment. These course modules were planned with the aim to work as game elements and had been changes made for the second course. In addition, the currently used gamified educational platforms had been examined, in focus of different game design elements. The introduced possibilities will help for university teachers to implement and use gamification in their courses to create a higher engagement among students. Moreover, a new framework will be introduced to support the planning of an online user experience based university course. This framework combines game design elements (e.g. rules, feedbacks, rewards) and the theories of user experience.

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Publication details

Title
THE POSSIBILITIES OF CREATING AN EXPERIENCE BASED UNIVERSITY COURSE ON AN ONLINE DIGITAL PLATFOROM WITH THE TOOLS OF GAMIFICATION
Authors
A.Toth, E. Logo
Proceedings
4th International Multidisciplinary Scientific Conference on Social Sciences and Arts SGEM 2017
Publisher
STEF92 Technology
Year
2017
Pages
581-588
SWS Citekey
Toth201713581588
ISSN
2367-5659
ISBN
978-619-7408-22-5
Language
en
Publication type
Proceedings Paper
Proceedings contents
Open official contents
Keywords
References11
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