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Grywalizacja w percepcji uczniów szkoły ponadpodstawowej

Gamification in the perception of high school students

Grywalizacja w percepcji uczniów szkoły ponadpodstawowej

Abstract

The gamification method has gained in popularity in recent years. Theoretical works in this f ield emphasize its attractiveness, which also affects the effectiveness of the implementation of tasks considered stereotypically as tedious and requiring concentration. By introducing game-specific elements into the learning process, participants usually engage in activities more, feel more motivated and remember the content discussed better.In the article, the authors attempt to answer the question of how the method of gamification is understood and assessed by high school students. To this end, they conducted surveys in two research groups: in the first, which participated in lessons based on gamification, and the second, in which such activities were not carried out. The text presents the theoretical assumptions related to the topic and the research part, presenting the aforementioned research process.

Metoda grywalizacji w ostatnich latach zyskała na popularności. W pracach teoretycznych z tego zakresu podkreśla się jej atrakcyjność, która również wpływa na skuteczność realizacji zadań uznawanych stereotypowo za żmudne, wymagające skupienia. Wprowadzenie elementów typowych dla gier do procesu nauki sprawia, że zazwyczaj uczestnicy bardziej angażują się w działania, odczuwają wyższą motywację i lepiej zapamiętują omawiane treści. W artykule autorzy podejmują próbę odpowiedzi na pytanie, w jaki sposób metoda grywalizacji jest rozumiana i oceniania przez uczniów szkół ponadpodstawowych. W tym celu przeprowadzili ankiety w dwóch grupach badawczych: w pierwszej, która uczestniczyła w lekcjach opartych na grywalizacji, oraz drugiej, w której nie zrealizowano tego typu zajęć. Tekst przedstawia założenia teoretyczne związane z tematem oraz część badawczą, prezentującą wspomniany proces badawczy.

Country
Poland
Related Organizations
Keywords

gry, high school, research, pedagogy, gamifikacja, pedagogika, questionnaire, ankieta, badania, grywalizacja, szkoła ponadpodstawowa, gamification, games

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    This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Average
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Published in a Diamond OA journal