원문정보
초록
영어
Gamification, or the use of game-design elements in non-game contexts, is an emerging trend and a widely discussed topic. When gamification is properly applied, it contributes to the engagement and motivation of people in various fields, like business, marketing, or education. Especially in education, it is perceived as being a very effective method to turn a task into an exciting experience. But the challenge of bringing gamification into education is to find the right design for it. It is necessary, to generate a learning situation that students perceive as engaging and motivating, and that is always situation-specific. Especially culture influences the choice of the favored learning method and also the development of learning styles over time. The aim of this master’s thesis is to compare the students’ perception of gamification between the University of Graz (Austria) and the Chungbuk National University (South Korea). In particular, to show whether students of both universities differ regarding which gamification elements they are more receptive to. Furthermore, to get an insight whether students already experienced gamification elements at university. If so, to compare how students perceived them. The results of the study should provide approaches for the proper expansion or implementation of gamification elements at both universities, to increase the engagement and motivation of students. The study should cover 100 answered standardized questionnaires per university, to show differences and find approaches for the implementation or expansion of gamification in the courses.