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Gamification in Higher Education

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2021-03-18
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Copyright (c) 2021 Kinga Kovácsné Pusztai

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This work is licensed under a Creative Commons Attribution 4.0 International License.

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Selected Style: APA
Kovácsné Pusztai, K. (2021). Gamification in Higher Education. Teaching Mathematics and Computer Science, 18(2), 87-106. https://doi.org/10.5485/TMCS.2020.0510
Abstract

The way of thinking and the way of life of the today's children and teenagers have changed radically. Some of the well-established pedagogical methods that were used for decades have become obsolete. Therefore, we need to look for a new method to approach Generations Z and Alpha. Gamification, which has been known since 2010 and means the use of game elements in other areas of life, offers an opportunity to do so.
In addition to a brief description of gamification, my article shows some possibilities for using it at the university. Furthermore, I investigate the impact of gamification on the student in "Algorithms and Data Structures" university course.

Subject Classification: 97P30