A4 Artikkeli konferenssijulkaisussa
Gamifying Teacher Students’ Learning Platform : Information and Communication Technology in Teacher Education courses (2020)


Nousiainen, T., Vesisenaho, M., Ahlström, E., Peltonen, M., Fort, S., & Gómez, S. (2020). Gamifying Teacher Students’ Learning Platform : Information and Communication Technology in Teacher Education courses. In F. J. García-Peñalvo, & A. García-Holgado (Eds.), TEEM'20 : Proceedings of the Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 688-693). ACM. https://doi.org/10.1145/3434780.3436659


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatNousiainen, Tuula; Vesisenaho, Mikko; Ahlström, Emilia; Peltonen, Marika; Fort, Santiago; Gómez, Sacha

EmojulkaisuTEEM'20 : Proceedings of the Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality

Emojulkaisun toimittajatGarcía-Peñalvo, Francisco José; García-Holgado, Alicia

Konferenssin paikka ja aikaSalamanca, Spain21.-23.10.2020

ISBN978-1-4503-8850-4

Julkaisuvuosi2020

Artikkelin sivunumerot688-693

KustantajaACM

KustannuspaikkaNew York

JulkaisumaaYhdysvallat (USA)

Julkaisun kielienglanti

DOIhttps://doi.org/10.1145/3434780.3436659

Julkaisun avoin saatavuusEi avoin

Julkaisukanavan avoin saatavuus

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/73968


Tiivistelmä

This paper presents initial results from a study exploring teacher students’ experiences related to the gamification of an online learning platform in higher education. The aim was to get an understanding of the participants’ views regarding the use of game elements and to examine the user type profile of this group in order to explore the potential of applying user types in planning gamification solutions for teacher students. The participants’ overall experience of having game elements as part of their course platform was principally positive. User types students presented were investigated using the Hexad scale adapted from game design: in this user group, Socialiser and Philanthropist were the predominant types while Disruptor was by far the least common one. In terms of learning tasks, the participants expressed being motivated particularly by tasks with a strong creative focus. The findings inform us about the directions to take in the development of suitable solutions for supporting teacher students’ motivation in online and blended learning.


YSO-asiasanatopettajankoulutusverkko-oppiminenoppimisalustatpelillistäminen

Vapaat asiasanatgamification; education; applied computing; higher education; teacher students; online learning; blended learning; user types


Liittyvät organisaatiot

JYU-yksiköt:


Hankkeet, joissa julkaisu on tehty


OKM-raportointiKyllä

VIRTA-lähetysvuosi2020

JUFO-taso1


Viimeisin päivitys 2024-12-10 klo 08:15