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Title:Pomen igrifikacije v procesu e-izobraževanja
Authors:ID Antolinc, Miha (Author)
ID Sternad Zabukovšek, Simona (Mentor) More about this mentor... New window
Files:.pdf MAG_Antolinc_Miha_2024.pdf (3,44 MB)
MD5: 1359172EBEC57BA9BAC240CA4945AD48
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:EPF - Faculty of Business and Economics
Abstract:Živimo v času nenehnega in eksponentno hitrega razvoja tehnologij. Pri tem nenehno iščemo nove načine, kako to tehnologijo čim bolj učinkovito izkoristiti. Vedno več podatkov in procesov spreminjamo v digitalno obliko, ter jih premikamo v virtualno okolje. Proces digitalizacije je postal zelo priljubljen in aktualen tudi na področju izobraževanja, v obliki e-izobraževanja. Ob poudarku na digitalizaciji procesov se v zadnjih letih vedno bolj pojavlja tudi trend igrifikacije, ki s časom postaja vedno bolj aktualen. Med drugim se je postopek igrifikacije procesov razširil tudi na področje e-izobraževanja. Pomen prav tega smo raziskovali v našem magistrskem delu. Magistrsko delo smo začeli z raziskovanjem pojma igrifikacije. Pregledali smo različne opredelitve avtorjev, razvoj, izvor koncepta in začetek uporabljanja pojma igrifikacije. Temeljito smo se poglobili v posamezne elemente, mehanizme in dinamike igrifikacije ter ugotovili njihov pomen. Utemeljili smo tudi glavne namene igrifikacije ter izpostavili povezane kritike in težave. Zatem smo se lotili raziskovanja področja e-izobraževanja. Začeli smo z opredelitvijo pojma in pogledom v njegov razvoj skozi čas. Sledilo je spoznavanje različnih oblik e-izobraževanja in večstopenjskega procesa razvoja e-izobraževalnega programa. Bolj podrobno smo si pogledali tudi sisteme za upravljanje učenja (LMS). V naslednjem koraku smo obe področji združili, ter analizirali igrifikacijo v e-izobraževalnem okolju. Tukaj smo spoznali postopek implementacije, pomen razumevanja različnih tipov učencev ter njihovo povezavo do določenih elementov igrifikacije. Spoznali smo nekaj že obstoječih igrifikacijskih tehnologij v e-izobraževalnem programu, ter izpostavili prednosti in slabosti igrifikacije v e-izobraževanju. Vso teorijo smo nato podprli s podrobno analizo primera, v obliki aplikacije za učenje tujih jezikov Duolingo. V drugem delu naloge smo pridobljeno teoretično znanje uporabili na praktičnem primeru. Pripravili smo idejo in plan za primer igrifikacije procesa domačih nalog v e-izobraževalnem okolju. Najprej smo določili učno vsebino, formirali učne aktivnosti ter pripravili druge potrebne analize. Poglobili smo se v načrtovanje posameznih igrifikacijskih elementov in te smiselno med seboj povezali. Opisali smo načrtovane sisteme personalizacije in razložili vlogo učitelja v procesu. Na koncu smo pripravili še vizualizacijsko gradivo načrtovane aplikacije in z njim ponazorili opisane primere.
Keywords:igrifikacija, elementi igrifikacije, e-izobraževanje, tipi učencev, domače naloge
Place of publishing:Maribor
Publisher:M. Antolinc
Year of publishing:2024
PID:20.500.12556/DKUM-89877 New window
UDC:37:004
COBISS.SI-ID:210268931 New window
Publication date in DKUM:04.10.2024
Views:113
Downloads:79
Metadata:XML DC-XML DC-RDF
Categories:EPF
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:15.08.2024

Secondary language

Language:English
Title:The purpose of gamification in online education
Abstract:We live in a time of continuous and exponentially rapid technological development. With that, we are constantly looking for new ways to use this technology as efficiently as possible. More and more data and processes are being converted into digital form and transported into a virtual environment. The process of digitalization has become popular and relevant in many different fields, which also includes the field of education, in the form of online education. In addition to the growing emphasis on the digitalization of processes, the trend of gamification has also started gaining popularity in recent years, which is only becoming more and more relevant with time. Among other fields, gamification started to become more prevalent in online education as well, the importance of which we researched in our thesis. We started our thesis by researching the concept of gamification. We reviewed various definitions from different authors, as well as researched the origin of the gamification concept. Having the basic understanding, we delved deeper into individual elements, mechanisms and dynamics of gamification. We defined the main purposes and advantages of gamification, as well as pointed out related criticisms and problems with it. After that we started researching the field of online education. Defining the term and looking at its development through time, was followed by learning about different forms of online education and the multi-stage development process of online educational programs. We also took a closer look at learning management systems. The next step was combining both previously explored areas, by analyzing gamification in an online educational environment. We found out the implementation process, as well as the importance of understanding different types of students, and their connection to certain gamification elements. After highlighting some advantages and disadvantages, we backed up the theoretical part of the thesis by analyzing an actual example, in the form of the Duolingo application. In the practical part of the thesis, we used the acquired theoretical knowledge in a more practical example. We developed a plan to gamify the process of homework in an online educational environment. First, we determined the learning content and formed learning activities, as well as made some other necessary preparations. After that, we planned out the implementation of every individual gamification element, that would be included, and meaningfully connected them between each other. We made sure that the application would be personalized to each user and explained the teacher’s role in the process. At the end, we also prepared visualization material of the application.
Keywords:gamification, gamification elements, online education, student types, homework


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