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Boosting Motivation Through Process Gamification: Evidence from Higher Education

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Learning Technology for Education Challenges (LTEC 2019)

Abstract

Boosting motivation is a challenging task on the way of additional productivity, especially considering new generations Y and Z. In this paper we combine set of methods from process management, pedagogics and psychology to develop an interactive gamification process and test it for generations Y and Z currently studying in the leading Russian university. The efficiency of approach is demonstrated on several models and authors suggest ways how to implement them.

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Notes

  1. 1.

    http://codewards.ru (accessed 03.03.2019).

  2. 2.

    http://school2100.com/school2100/about/pedagogika.php (accessed 01.03.2019).

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Correspondence to Julia Bilinkis .

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Appendix A1

Appendix A1

After completing the course, the students were asked to undergo a survey consisting of the following questions from the perspective of cognitive, psychological and social characteristics:

  1. 1.

    Evaluate the course content:

    1. (a)

      Material difficult to understand

    2. (b)

      Material partially understandable

    3. (c)

      Few practical examples and exercises

    4. (d)

      Material examined surface

    5. (e)

      Material is untrue

  2. 2.

    Evaluate a course instructor:

    1. (a)

      The teacher did not prepare the material properly

    2. (b)

      No adequate explanation

    3. (c)

      Skipped slides

    4. (d)

      Lack of knowledge from the teacher

    5. (e)

      The lack of feedback from the teacher

    6. (f)

      Insufficient additional materials

  3. 3.

    Work in the classroom during practical training

    1. (a)

      Lack of communication with students

    2. (b)

      Lack of understanding of theoretical material

    3. (c)

      The lack of discussion in the classroom

    4. (d)

      A formal approach

    5. (e)

      There should be more practical work.

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Bilinkis, J., Gromoff, A., Gorchakov, Y. (2019). Boosting Motivation Through Process Gamification: Evidence from Higher Education. In: Uden, L., Liberona, D., Sanchez, G., Rodríguez-González, S. (eds) Learning Technology for Education Challenges. LTEC 2019. Communications in Computer and Information Science, vol 1011. Springer, Cham. https://doi.org/10.1007/978-3-030-20798-4_5

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  • DOI: https://doi.org/10.1007/978-3-030-20798-4_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-20797-7

  • Online ISBN: 978-3-030-20798-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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