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Gamification in Higher Education: A Case Study

Author

Listed:
  • Maciej Laskowski

    (Lublin University of Technology, Poland)

  • Marcin Badurowicz

    (Lublin University of Technology, Poland)

Abstract

In this paper authors present a simple didactic experiment of implementing several gamification techniques into didactic process at one of the courses of Computer Science at the technical university. The results of the experiment – which lasted for a whole semester - are presented and discussed on a basis of a case study of 62 students of the first year of Master’s studies, who were divided into four different groups. Two of those groups were gamified using simple techniques such as points, leaderboards and badges, while the rest followed the traditional academic grading system. After the whole semester the results of all groups – attendance, number of additional tasks completed, the grade average and so on were collected and analysed. Authors are trying to determine if gamification can improve the students engagement and quality of learning (and by doing so, have a positive impact on their marks) or is just an en vogue notion with no practical application.

Suggested Citation

  • Maciej Laskowski & Marcin Badurowicz, 2014. "Gamification in Higher Education: A Case Study," Human Capital without Borders: Knowledge and Learning for Quality of Life; Proceedings of the Management, Knowledge and Learning International Conference 2014,, ToKnowPress.
  • Handle: RePEc:tkp:mklp14:971-975
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