Journal of Education, Technology and Computer Science nr 2(32)2021
URI dla tej Kolekcjihttp://repozytorium.ur.edu.pl/handle/item/7436
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Przeglądanie Journal of Education, Technology and Computer Science nr 2(32)2021 według Autor "Dymora, Paweł"
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Pozycja Analysis of the Impact of Gamification on Learning Efficiency on the Example of a Mobile Application(Wydawnictwo Uniwersytetu Rzeszowskiego, 2021) Dymora, Paweł; Mazurek, Mirosław; Gołda, WojciechThe article analyses the impact of gamification on the effectiveness of the learning process with the use of the original mobile application. Gamification methods and gamification assessments attract more and more attention from both researchers and practitioners. We present the impact of learning rules and regulations of handball on the future referees of handball and people from the handball community (players, activists, sympathizers) from the implemented mobile application in comparison with the traditional method, i.e., from books or printed regulations. The results of the knowledge test for the users of the application were much better than traditional education. The analysis showed that in the first test, the users using the application and traditional learning achieved the same results (52%). In contrast, in the second test, the users using the application achieved 73% in comparison with the group not using the app (59%). Such a result may indicate that learning from the application has a good impact on the user. The adoption of gamification in learning and teaching is very popular and stimulating student motivation, involvement, and social influence.