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Gamification of Higher Education by the Example of Course of Research Methods

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Advances in Web-Based Learning – ICWL 2014 (ICWL 2014)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8613))

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Abstract

The course of Research Methods is one of the most important subjects in the university curriculum. It provides essential guidelines for conducting the surveys needed for finishing the school. Unfortunately the subject is perceived as dry and boring by most of the students. Can gamification of the course make it more engaging and enjoyable? To find out how the students accept game elements in the non-gaming context a course of Research Methods was designed as a game and feedback information was collected. In general students found the gamified course engaging but some of them was worried because the focus shifted too much from course content to gameplay.

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© 2014 Springer International Publishing Switzerland

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Sillaots, M. (2014). Gamification of Higher Education by the Example of Course of Research Methods. In: Popescu, E., Lau, R.W.H., Pata, K., Leung, H., Laanpere, M. (eds) Advances in Web-Based Learning – ICWL 2014. ICWL 2014. Lecture Notes in Computer Science, vol 8613. Springer, Cham. https://doi.org/10.1007/978-3-319-09635-3_11

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  • DOI: https://doi.org/10.1007/978-3-319-09635-3_11

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-09634-6

  • Online ISBN: 978-3-319-09635-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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