Skip to main content

Integration of Game-Based Software Tools into Higher Education

  • Conference paper
  • First Online:
Proceedings on 18th International Conference on Industrial Systems – IS’20 (IS 2020)

Abstract

Technology is increasingly being used in all areas and is greatly involved in modern education. This paper aims to examine the impact of using game-based software tools on student engagement and motivation during class. The goal of using game-based software tools is not to replace the work of teachers, but to support the active involvement of students in the topics currently under study. The results of previous research on the use of a game-based software tool and the results obtained using the same tool in an online learning environment are compared.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 299.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 379.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 379.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Licorish, S.A., Owen, H.E.: Students’ perception of Kahoot!’s influence on teaching and learning. Res. Pract. Technol. Enhanc. Learn. 13, 1–23 (2018)

    Article  Google Scholar 

  2. Hartley, J., Davies, K.: Note taking: a critical review. Program. Learn. Educ. Technol. 15, 207–224 (1978)

    Article  Google Scholar 

  3. Exeter, D.J., Ameratunga, S., Ratima, M., Jackson, R.: Student engagement in very large classes: the teachers’ pespectives. Stud. High. Educ. 35, 761–775 (2010)

    Article  Google Scholar 

  4. Wang, A.: The wear out effect of game-based student response system. Comput. Educ. 82, 217–227 (2015)

    Article  Google Scholar 

  5. Plumb, J.L.C.: Using Kahoot! in the classroom to create engagement and active learning, a game based technology solution for eLearning novices. Manage. Teach. Rev. 2, 151–158 (2017)

    Article  Google Scholar 

  6. Nicol, D., Macfarlane-Dick, D.: Formative assessment and self-regulated learning: a model and seven principles of good feedback practice. Stud. High. Educ. 31, 199–218 (2006)

    Article  Google Scholar 

  7. Adesope, O., Bayly, D., Hunsu, N.: A meta-analysis of the effects of audionce response systemst (clicker-base technologies) cognition and affect. Comput. Educ. 94, 102–119 (2016)

    Article  Google Scholar 

  8. Cugelman, B.: Gamification: what it is and why it matters to digital health behavior change developers. JMIR Ser. Games 1, e3139 (2013)

    Google Scholar 

  9. Nikolić, D., Havzi, S., Narandžić, D., Dakić, D., Janković, A.: Inovativne metode učenja u visokom obrazovanju integracijom softverskog alata Kahoot!. In: TREND. Kopaonik (2020)

    Google Scholar 

  10. Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L.: Gamifiying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)

    Article  Google Scholar 

  11. Giannetto, D., Chao, J., Fontana, A.: Gamification in a social learning environment. In: Informing Science and Information Technology (2013)

    Google Scholar 

  12. Seng, W.Y.M.: Computer game as learning and teaching tool for object oriented programing in higher education institution. Elsevier (2014)

    Google Scholar 

  13. Mathrani, A., Christian, S., Ponder-Sutton, A.: Game base learning approach for teaching programming conepts. Educ. Technol. Soc. 19, 5–17 (2016)

    Google Scholar 

  14. Lolić, T., Ristić, S., Stefanović, D., Marjanović, U.: Acceptance of E-learning system at faculty of techincal sciences. In: Proceedings of the Central European Conference on Information and Intelligent Systems (2018)

    Google Scholar 

  15. Stevanov, B., Stefanović, D., Anderla, A., Sladojević, S., Tasić, N.: New approach to information systems engineering study. Int. J. Eng. Educ. 33(4), 1–11 (2017)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Danilo Nikolić .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Nikolić, D., Dakić, D., Kolak, A., Narandžić, D., Janković, A. (2022). Integration of Game-Based Software Tools into Higher Education. In: Lalic, B., Gracanin, D., Tasic, N., Simeunović, N. (eds) Proceedings on 18th International Conference on Industrial Systems – IS’20. IS 2020. Lecture Notes on Multidisciplinary Industrial Engineering. Springer, Cham. https://doi.org/10.1007/978-3-030-97947-8_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-97947-8_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-97946-1

  • Online ISBN: 978-3-030-97947-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics