Return to search

Využití gamifikace ke zvýšení motivace studentů ve vysokoškolském vzdělávání / Use of Gamification to increase motivation of students in academic education

This paper deals with the issue of gamification and its implementation in the Charles University Information System, by focusing on students. It describes the principles of gamification in relation to user needs. Furthermore, it analyses the process of consciousness, motivation, volition and flow. This paper presents personality typologies in the context of motivation and game elements. It works with Myers-Briggs types and Keirsey's temperaments. It contains a ranking of gamification elements that is based on the level of motivation in relation to personalities. It evaluates the educational system in the Czech Republic from the point of view of the use of gamification elements and focus on different types of personalities. The main part of the thesis creates a concept of the implementation of gamification elements in the Charles University Information System and gamification of a thesis. [Author abstract].

Identiferoai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:310414
Date January 2012
CreatorsČešková, Anna
ContributorsOčko, Petr, Šisler, Vít
Source SetsCzech ETDs
LanguageCzech
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/masterThesis
Rightsinfo:eu-repo/semantics/restrictedAccess

Page generated in 0.0021 seconds