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Applying video game motivation for creating engaging educational activities

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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The aim of this article is to analyze students’ preferences and motivations regarding video games and present ideas and opportunities to improve education. Design/methodology/approach: The author conveyed a survey among students from the Silesian University of Technology and compared the results with data from more than 1.25 million gamers from all over the world. Findings: Most students are very interested in virtual games and it presents the possibility to increase engagement in classes. Research limitations/implications: Better results would be achieved if students from more faculties participated in the survey. Practical implications: The author hopes that this article will inspire lecturers to use presented class ideas and come up with more creative and interactive tasks during lectures to better connect with the new generation of gamers and to make classes more engaging and educating. Social implications: The author hopes that society will see the impact and usefulness that virtual games have in modern times and that it is a medium worthy of attention, cognition, and use. Originality/value: The author saw an opportunity to improve education through the use of a large database of gaming preferences. This research paper is addressed to lecturers and gamers.
Słowa kluczowe
EN
PL
gra   motywacja   gracz   uczeń   edukacja  
Rocznik
Tom
Strony
617--629
Opis fizyczny
Bibliogr. 22 poz.
Bibliografia
  • 1. Brilliant (2023). Available at: https://brilliant.org/, 6.2023.
  • 2. Chen, H. (2022). Advances in Economics, Business and Management Research. Proceedings of the 2022 International Conference on Economics, Smart Finance and Contemporary Trade (ESFCT 2022).
  • 3. Czerska, I. Majerska, A. (2023). Micropayments In Games Using The Fifa Series. Scientific Papers of Silesian University of Technology Organization and Management Series, no. 172.
  • 4. Dinis, F.M., Guimaraes, A.S., Carvalho, B.R., Martins, J.P.P. (2017). Virtual And Augmented Reality Game-Based Applications To Civil Engineering Education. 2017 IEEE Global Engineering Education Conference (EDUCON).
  • 5. Faradis, K.F., Reksiana, R. (2022). Tiktok Application: A Study of Student Learning Concentration. Jurnal Inovasi Pendidikan Agama Islam.
  • 6. Gao, F., Li, L., Sun, Y. (2020). A systematic review of mobile game-based learning in STEM education. Educational Technology Research and Development, vol. 68.
  • 7. Greenwood, J., Achterbosch, L., Meredith, G., Vamplew, P. (2020). Motivational Factors of Australian Mobile Gamers. ACSW '20: Proceedings of the Australasian Computer Science Week Multiconference.
  • 8. Jeremiassen, K.S. (2018). Differences In Students’ Stem Identity, Game Play Motivations, And Game Preferences. Clear Lake: The University Of Houston.
  • 9. Jotform (2023). Available at: https://www.jotform.com/, 6.2023.
  • 10. Kim, Y.H., Nauright, J., Suveatwatanakul, C. (2020). The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society.
  • 11. Palma-Ruiz, J.M., Torres-Toukoumidis, A., González-Moreno, S.E., Valles-Baca, H.G. (2022). An Overview Of The Gaming Industry Across Nations: Using Analytics With Power Bi To Forecast And Identify Key Influencers. Business and Economics, Heliyon.
  • 12. Quantic Foundry (2023). Gamer Motivation Profile. Available at: https://apps.quanticfoundry.com/profiles/gamerprofile/17d10305f090435c85bd74373b14d cb0/, 2023.
  • 13. Quantic Foundry (2023). Gamer Profile. Available at: https://apps.quanticfoundry.com/ surveys/start/gamerprofile/, 6.2023.
  • 14. Quantic Foundry (2023). Quantic Foundry Gamer Types. Available at: https://quanticfoundry.com/gamer-types/, 6.2023.
  • 15. Sabarini, S. (2021). Quantic Foundry'S Nine Gamer Types And Their Association With Narrative Preferences. Berlin: Macromedia Hochschule.
  • 16. Stecuła, K. (2022). Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform. Informatics.
  • 17. Stupnicki, R. (2015). Analiza i prezentacja danych ankietowych. Warszawa: Wydawnictwa Akademii Wychowania Fizycznego.
  • 18. Vigato, M., Babić, T. (2021). Research on Gamer Motivation Factors Based on the Gamer Motivation Model Framework. 44th International Convention on Information, Communication and Electronic Technology (MIPRO).
  • 19. Xu, W. et al. (2021). Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study. JMIR Serious Games, 9(4), e29330.
  • 20. Yee, N. (2006). Motivations for Play in Online Games. Rapid Communication, vol. 9, no. 6.
  • 21. Yee, N. (2014). The Proteus Paradox: How Online Games And Virtual Worlds Change Us-And How They Don'T. Yale University Press.
  • 22. Yee, N. (2018). Gamer Motivation Profiling: Uses And Applications. Oxford, UK: Oxford University Press.
Typ dokumentu
Bibliografia
Identyfikator YADDA
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