Affiliation:
1. The University of Zagreb, Faculty of Economics and Business , Croatia
2. The University of Applied Science Osnabrück, Lingen Campus , Faculty of Management, Technology and Culture , Germany
Abstract
Abstract
Background: In this paper, the focus is on the application of digital and mobile technologies as supporting tools for the implementation of gamification in the field of education of future economists.
Objectives: The paper’s main objective is to explore whether educators and students are motivated and willing to apply additional technologies as main gamification components in their work and education. Moreover, the paper aims to assess how their more comprehensive application affects the quality of teaching, work flexibility, new learning opportunities, and outcomes.
Methods/Approach: The survey method was used to collect answers from educators and students primarily interested in accounting, finance, trade and tourism from higher and secondary education institutions in Croatia, Poland, Serbia and Germany. Afterwards, the responses were compared using statistical methods.
Results: Research results confirm that educators and students are willing to use gamification in teaching. Still, they also expressed the need for better administrative support in using particular e-learning tools. Surprisingly, educators are more eager to use gamification in their work than students.
Conclusions: The study’s general conclusion is that educators and students are both aware of the advantages of using e-learning tools provided through digital and mobile technologies and are eager to implement more gamification in the teaching process. However, continuous education in applying new digital technologies is needed on both sides.
Subject
Management of Technology and Innovation,Economics, Econometrics and Finance (miscellaneous),Information Systems,Management Information Systems
Reference46 articles.
1. 1. Abt, C. C. (1987), Serious games, New York, University Press of America.
2. 2. Al-Azawi, R., Al-Faliti, F., Al-Blushi, M. (2016), “Educational Gamification vs. Game Based Learning: Comparative Study”, International Journal of Innovation, Management and Technology, Vol. 7, No. 4, pp. 132-136.10.18178/ijimt.2016.7.4.659
3. 3. Anderson J, Rainie L. (2012), “Gamification and the Internet: Experts Expect Game Layers to Expand in the Future, with Positive and Negative Results”, Games Health Journal, Vol. 1, No.4, pp. 299-302.10.1089/g4h.2012.0027
4. 4. Babić, S. (2011), “Factors that Influence Academic Teacher’s Acceptance of E-Learning Technology in Blended Learning Environment”, in Pontes, E. et al. (Ed.), E-Learning – Organizational Infrastructure and Tools for Specific Areas, London, IntechOpen, pp. 3-18.
5. 5. Becker, K. (2022), “Games vs Game-based Learning vs Gamification”, available at http://minkhollow.ca/beckerblog (2 January 2022)