Gamification in primary and high school education

Authors

  • Csaba Szabó Eötvös Loránd Tudományegyetem, Természettudományi Kar
  • Júlia Szenderák Eötvös Loránd Tudományegyetem, Természettudományi Kar
  • Sára Szörényi Eötvös Loránd Tudományegyetem, Természettudományi Kar

DOI:

https://doi.org/10.17165/TP.2021.1-2.14

Abstract

Gamification has been used for ten years in the corporate culture to improve productivity, employee motivation and engagement. A similar effect can be achieved in education as well, by improving students’ engagement. Engagement increases achievement and attitude. The psychological explanation for the effect of gamification is the flow first described by Csíkszentmihályi. Based on a 2017 definition of gamification we present advantages of using gamification in education. First we introduce the methods, the taxonomy of players and the notion of game elements. We give an extensive list of existing game elements, then we show the application of a few game elements and discuss their advantages and disadvantages. We point out that gamification is not just applying game elements.

Author Biographies

  • Csaba Szabó, Eötvös Loránd Tudományegyetem, Természettudományi Kar

    professor, MTA doctor
    szabo.csaba.mathdid@ttk.elte.hu

  • Júlia Szenderák, Eötvös Loránd Tudományegyetem, Természettudományi Kar

    szenderak.julia@gmail.com

  • Sára Szörényi, Eötvös Loránd Tudományegyetem, Természettudományi Kar

    szorenyi.sara@aquilone.hu

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(1) Brandon Hall felmérése: https://b2b-assets.glassdoor.com/the-true-cost-of-a-badhire.pdf?_ga=1.197966311.937901208.1441835515 (utolsó letöltés: 2021.05.06.)

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Published

2021-07-20

Issue

Section

Training and Practice

How to Cite

Gamification in primary and high school education. (2021). Training and Practice : Journal of Educational Sciences, 19(1-2), 141-150. https://doi.org/10.17165/TP.2021.1-2.14