Spēliskošanas elementi IT mācību sistēmā
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Latvijas Universitāte
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lav
Abstract
Spēles ir ļoti aizraujošs laika pavadīšanas līdzeklis, tādēļ ir radušies virzieni, kuri mēģina spēlēs izmantotos procesus un elementus pārnest arī uz citām, ne ar spēlēm saistītām, nozarēm. Galvenais darba mērķis ir izpētīt, kas ir spēliskošana, no kā tā sastāv un kā tā var tikt izmantota mācību sistēmas. Tas tiek darīts, lai varētu tikt izplānoti iespējamie spēliskošanas elementi IT mācību platformai ReSeLa, kas ir paredzēta praktiskai datortīklu un datorsistēmu apguvei. Darbs sastāv no spēliskošanai veltīto resursu pētīšanas un analīzes. Tiek apskatītas vairākas ar izglītību saistītas mācību sistēmas, kas veiksmīgi ir izmanto spēliskošanu savā sistēmā. Kā arī tiek apskatīta mācību platforma ReSeLa, kurai tiek izveidots plāns ar nepieciešamajiem uzlabojumiem sistēmas spēliskošanai.
Games are a very exciting means of spending time, so different directions have been born, that try to use processes and elements used in games in other, non game related, sectors. The main purpose of the work is to explore what is gamification, what it consists of and how it can be used for learning systems. This is done so that potential elements of gamification can be used for the IT training platform ReSeLa that is used for the hands-on lerning of computer networks and computer systems. The work consists of research and analysis of resources. Several education related learning systems that successfully use gamification in their systems are considered. It also looks at the training platform ReSeLa, for which a plan with the necessary improvements to the system is made.
Games are a very exciting means of spending time, so different directions have been born, that try to use processes and elements used in games in other, non game related, sectors. The main purpose of the work is to explore what is gamification, what it consists of and how it can be used for learning systems. This is done so that potential elements of gamification can be used for the IT training platform ReSeLa that is used for the hands-on lerning of computer networks and computer systems. The work consists of research and analysis of resources. Several education related learning systems that successfully use gamification in their systems are considered. It also looks at the training platform ReSeLa, for which a plan with the necessary improvements to the system is made.