Co-funded by the Erasmus+ Programme of the European Union

Disclaimer: This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein

 

 

 

 

 

 

 

 

 

Gamification

Gamification is a tool that allows to implement the game elements (mechanics and dynamics) in a non-game environment as the university to engage and motivate students to learn. It changes the way of thinking about learning, the approach for learning.  A gamified course works as a game, the students behave as game players. It is not playing games on lessons. The students are engaged in the long-term process (i.e. one semester). Gamification enables students to take responsibility for their education, to manage their own learning process and choose the way of learning (strategic approach) and to have satisfaction deriving from progress in learning. It highly increases students’ engagement and motivation to acquire knowledge. The basis of the method is the choice between various options given to students in a rule-based system with a network of clear, long- and short-term goals, challenging tasks, and quick (instant) feedback. The possibility of choosing is a crucial element as it enables each student to take their own decisions concerning his/her education and take responsibility for the choices what in the result engages the motivation for learning. What is more, gamification is an ideal tool for teaching the students effective cooperation in teams and large networks, to be motivated to continuous effort despite failures, to have positive attitudes and to learn the time managements.

 

European university: The University of Gdansk

Piloting universities: UIN Syarifhidayatullaah Jakarta and Universitas Widya Mandala