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The Feasibility and Expediency of Gamification Activities in Higher Education

Authors :
Vinichenko, Mikhail V.
Ridho, Taridi K.
Karacsony, Peter
Li, N. P.
Narrainen, Gundeea S.
?hulanova, O?ana L.
Source :
International Journal of Education and Practice. 2019 7(4):459-468.
Publication Year :
2019

Abstract

This study aimed to identify the feasibility and expediency of gamifying activities in higher education institutions, for which an original methodology was used. However, gamification is complex and carries a high degree of risk in achieving organizational efficiency. It is therefore advisable to adopt a fragmented approach and selectively gamify individual processes and features, focusing on educational and research activities. When introducing gamification, top management should provide conceptual and regulatory support and HR specialists coordination. Using a distribution model of managerial functions for gaming activities and determining priorities, taking the use of artificial intelligence into account, is shown to be expedient.

Details

Language :
English
ISSN :
2311-6897
Volume :
7
Issue :
4
Database :
ERIC
Journal :
International Journal of Education and Practice
Publication Type :
Academic Journal
Accession number :
EJ1239157
Document Type :
Journal Articles<br />Reports - Research