THE ATTRACTIVENESS OF A DIDACTIC GAMIFICATION MODEL TESTED IN A POSTGRADUATE PROGRAM
DOI:
https://doi.org/10.24193/subbeag.65(2).12Keywords:
gamification, didactics, model, teaching, university.Abstract
Gamification has emerged as a new approach in solving daily tasks, in various fields, by applying the concepts used by digital game designers, being defined by some promoters of this system as “a process of using game thinking and game mechanisms to involve the user in solving problems” (Zichermann, 2011). Since its conceptual beginnings, somewhere near 2010, gamification has attracted more and more attention from researchers and practitioners, and this has led, according to Koivisto & Hamari (2019), to the implementation of gamification in several areas. As for gamified learning in higher education, it has only received attention since 2013, but has grown rapidly since then (Subhash & Cudney, 2018). The main objective of this research was to measure the level of attractiveness of my first model of didactic gamification, on a reduced structure of only 6 work units. This didactic gamified model was highly appreciated by the participants and was rated valuable on both its qualities: pragmatic and hedonic.
REZUMAT. Atractivitatea unui model de gamificare didactică testat într-un program postuniversitar. Gamificarea a apărut ca o nouă abordare în rezolvarea sarcinilor zilnice, în diferite domenii, prin aplicarea conceptelor utilizate de designerii jocurilor digitale, fiind definită de unii promotori ai acestui sistem ca „un proces de utilizare a gândirii jocurilor și a mecanismelor de joc pentru implicarea utilizatorului în rezolvarea problemelor”(Zichermann, 2011). Încă de la începuturile sale conceptuale, undeva în apropiere de 2010, gamificarea a atras din ce în ce mai multă atenție din partea cercetătorilor și practicienilor, iar acest lucru a condus, potrivit Koivisto & Hamari (2019), la implementarea gamificării în mai multe domenii. În ceea ce privește învățarea gamificată în învățământul superior, aceasta a primit atenție doar din 2013, dar s-a dezvoltat rapid de atunci (Subhash & Cudney, 2018). Obiectivul principal al acestei cercetări a fost măsurarea nivelului de atractivitate a primului meu model de gamificare didactică, pe o structură redusă de doar 6 unități de lucru. Acest model didactic gamificat a fost foarte apreciat de participanți și a fost apreciat ca fiind valoros atât pentru calitățile sale: pragmatic și hedonic.
Cuvinte cheie: gamificare, didactică, model, educație, universitate.
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