DIGITAL LIBRARY
HIGHER EDUCATION KNOWLEDGE TRANSFER BASED ON GAMIFICATION
Janos Selye University (SLOVAKIA)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 3311-3320
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.0847
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
In recent times, the employer´s requirements towards their employees have changed significantly. Lexical knowledge has been pushed into the background and skills such as collaborative problem solving, knowledge building and ICT tools have come to the fore. Education has to focus on developing these abilities. Gaining the attention of the younger generation in the school - for several hours - is particularly challenging. Based on our experiences we also recognise the changing needs of young generations. Permanent manifestations and visual stimuli are also expected in the lessons, so the teaching methodology must also change. An alternative solution is to use gamification in the knowledge transfer process. During gamification, we use certain elements of the game. The game has been one of the most important elements of our life since birth, and it is part of the development of mankind. It is proven that deepen knowledge for all ages is much easier and more profound, if we do it through playing.

The aim of our research is to elaborate a gamification method on a subject taught in the field of management in higher education. Our research has two parts. In the first step, exploratory research was conducted. The questionnaires were used to assess what the students expect from education. The current paper presents the results of the questionnaire survey and outlines the theoretical model of the method to be developed. Survey questions investigate the following: what motivates the students, what they like in class, what kind of activities they prefer, thus looking for their openness to accept new solutions. According to the results, the students who participated in the research are motivated mainly by the ‘feeling that I have done it’. The second most common motivation is 'feedback'. Based on the analysis of statistical data, students who are motivated by the feeling of success prefer game-like solutions and are pleased to see their own development in their work. The gathered information provides useful help in developing the new method, built upon gamification elements.
Keywords:
Higher education, gamification, motivation, education methodology, knowledge transfer.