
Gamification Framework for E-Learning Systems in Higher Education
Author(s) -
Andrija Bernik
Publication year - 2021
Publication title -
tehnički glasnik
Language(s) - English
Resource type - Journals
eISSN - 1848-5588
pISSN - 1846-6168
DOI - 10.31803/tg-20201008090615
Subject(s) - correctness , conceptual model , computer science , conceptual framework , mathematics education , representation (politics) , higher education , knowledge management , sociology , psychology , programming language , social science , database , politics , political science , law
This paper explains the concept of gamification, lists the current models according to which educational e-courses can be designed, and proposes a conceptual eRIOOS model aimed at higher education. The aim of the research as well as the purpose of creating a conceptual model of gamification is to standardize the elements of computer games that can be used in educational e-courses at higher education institutions. In the preparation of this research, the emphasis was placed on the invention and analysis of professional and scientific literature for creating a conceptual model. The model contains a logical representation of two levels of complexity. Three separate e-courses have been created in different courses within the two University institutions, which serve as a tool to check the correctness of the conceptual eRIOOS model. The result of the research is a confirmed conceptual model that is suitable for creating Moodle e-courses of IT teaching orientation in higher education institutions.