DIGITAL LIBRARY
GAMIFICATION AS A MEANS TO INCREASE TEACHING EFFICIENCY
1 Constantine the Philosopher University in Nitra (SLOVAKIA)
2 Comenius University Bratislava (SLOVAKIA)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 1920-1925
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.0506
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
The application of gamification in education is one of the new trends that help achieve better and more efficient education of the youth. Gamification is most often defined as using game elements in a non-game environment, making the process a game. However, we must point out that the concept of gamification is not just about playing games. Gamification supports basic human needs such as competition, rewards or self-expression. Its primary strategy is to reward completed tasks with awards, badges, filling the progress bar, levelling up and virtual currency. Applying these aspects in learning tools strengthens learners' knowledge, skills, problem-solving ability, cooperation, and mutual communication. Gamification integrates a game element, a not fully developed game, into a non-game environment. It is possible to apply gamification to education, the software production process, sales management, or a web-based e-learning platform. The paper presents results of an experiment where we tested a group of pupils educated through classical methods and forms and a group of pupils educated by means of a set of interactive exercises in the SMART Notebook software "Wonderland" in frame of the subject Traffic Education taught in the 4th grade of primary school. Based on the results achieved by these groups in a knowledge test it can be concluded that the results achieved by the group of the pupils taught by the experimental way were better than the results of the control group pupils, at teaching which the interactive system and gamified teaching materials were not used.
Keywords:
Gamification, Interactive teaching System, Traffic Education.