Gamification: comparison of classic and gamification education
Abstract
Due to the currently ongoing pandemic, teachers must keep their classes and teach their students online. This article aims to give advice for this by introducing a new form of education, gamification, and compares it with traditional methods. There is a hypothesis that the so-called Z generation (people born between 1995-2010) has difficulty focusing and getting their attention or motivating them with traditional methods is hard, so new tools are introduced like gamification. The research was based on comparing two groups inside a class, one of them was educated with traditional methods, while the other one with gamification, and their results were compared at the end of the school year. Both groups consisted of students with similar abilities. There are classes where the introduction of gamification clearly improved the learning experience and made learning lessons easier, thus improving the average of the students' grades. The results show that gamification has a positive result, especially if this method will be reinforced by the grades and feedback of the students.
Copyright (c) 2021 CC BY 4.0
This work is licensed under a Creative Commons Attribution 4.0 International License.
Articles are licensed under a Creative Commons Attribution 4.0 International (CC BY 4.0).