Year XCVI, Issue 9s, 2024<<Archive>>
In this issue:
Gаmificаtion in Еducаtion
GAMIFICATION IN UNIVERSITIES – STUDENTS' SATISFACTION AND ASSURANCE OF LEARNING
Modern education systems are facing new opportunities to implement innovative technological solutions in education that promote adaptive learning systems. Games provide information that students can use to develop their knowledge and skills, as well as stimula...
game; universities; assurance of learning; students’ satisfaction
PLAYING, OUTWITTING, AND GENERATIVE AI IN THE ACADEMIC BUSINESS EDUCATION
The trend of generative artificial intelligence (AI) displacing middle-class workers almost without affecting the lowest- and highest-paid jobs raises new questions for business higher education. How should future managers, entrepreneurs, and business professi...
gamification; business education; competitive behaviour; generative AI
LEVERAGING BELBIN ROLE MODEL AND BURTLE TEST FOR ENHANCING BUSINESS EDUCATION THROUGH GAMIFICATION: AN EMPIRICAL STUDY
This study explores how gamified learning experiences, combined with team role performance (e.g. Belbin’s team role model) and player motivation profiles (e.g. Bartle test) can enhance feedback skills among students in entrepreneurship education. It examines w...
gamified learning; team role performance; player motivation profiles; education
GAMIFICATION IN MARKETING EDUCATION: A GAME FOR LEARNING ABOUT CONSUMER BEHAVIOR IN RETAIL
Gamification has emerged as a powerful tool in education, especially in disciplines like marketing, where practical application of knowledge is essential. This article presents the results of a study comparing gamified learning and traditional lecture-based me...
gamification; marketing education; consumer behavior; retail; Game-Based Learning
USING GAMIFICATION IN NON-FORMAL EDUCATION OF STUDENTS TO CREATE HABITS RELATED TO SUSTAINABLE DEVELOPMENT
The study aims to investigate the impact of a gamified informal learning environment on learner motivation and engagement and creating habits related to sustainable development.A quasi-experimental design on participants was used. The research concludes that g...
non-formal education; gamification; motivation; engagement; learners; Sustainable Development
LEARNING THROUGH PLAY – BUILDING ENTREPRENEURIAL AND LEADERSHIP SKILLS IN EARLY CHILDHOOD
Early childhood is a critical period for the development of basic life skills, including orientation in an unfamiliar environment, decision making, risk taking, communication, goal setting, organization, control. By presenting the practice of three leading chi...
entrepreneurship; leadership; early childhood development; learning through play
GAMES IN LEARNING (“The University Hitchhiker's Guide”)
In a study on the practice of university professors to use games in education (135 respondents; January – February 2024), the following curious result was obtained: 18% of colleagues do not use games (including game elements) in education; 15% claim to use, bu...
games in education; opportunities; didactic goals