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1.
Gamified learning for sustainability : an innovative approach to enhance hydrogen literacy and environmental awareness through simulation-based education
Uroš Kramar, Matjaž Knez, 2025, izvirni znanstveni članek

Opis: The transition to sustainable energy systems presents a critical challenge for the 21st century, necessitating both technological advancements and transformative educational strategies to foster awareness and knowledge. Hydrogen technologies are pivotal for decarbonization, yet public understanding and acceptance remain limited. This study introduces and evaluates a novel gamified educational framework, uniquely integrating simulationbased learning, collaborative problem-solving, and adaptive instructional scaffolding to enhance hydrogen literacy and sustainability awareness. Unlike traditional pedagogical approaches, this method actively engages learners in real-world decision-making scenarios, bridging the gap between theoretical knowledge and practical applications. This study involved adolescents aged 13–15 from two distinct educational and cultural contexts, one in Europe and one in the Middle East. A pre–post study design assessed knowledge acquisition, gamification engagement, and environmental awareness shifts. Findings reveal statistically significant improvements in technical knowledge and strong positive perceptions of gamified learning as an effective sustainability education tool across both cultural groups (Europe and the Middle East). Variations in engagement across cultural contexts suggest the need for adaptive, context-sensitive educational frameworks. While the findings indicate significant short-term knowledge gains, this study does not assess long-term knowledge retention, which remains an important area for future research. This research contributes to sustainability education by demonstrating how strategically designed gamification can foster behavioral engagement, enhance environmental literacy, and support the global energy transition agenda. This study offers a pioneering perspective on integrating interactive learning methodologies to cultivate sustainability competencies among younger generations.
Ključne besede: sustainability education, gamification, hydrogen literacy, energy transition, simulation-based learning, hydrogen supply chain, environmental awareness, cross-cultural education, educational innovation, serious games
Objavljeno v DKUM: 01.07.2025; Ogledov: 0; Prenosov: 0
.pdf Celotno besedilo (1,15 MB)
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2.
The impact of serious games in economic and business education: a case of ERP business simulation
Tina Beranič, Marjan Heričko, 2022, izvirni znanstveni članek

Opis: Digitalisation nowadays impacts business environments significantly. Therefore, if higher education wants to educate students properly for a successful career path, the business and economics curriculum must be enriched with innovative teaching approaches covering actual topics, such as, for example, the implementation of the ERPsim business simulation, a representative of serious games. The ERPsim business simulation is based on SAP ERP, and is aimed at teaching ERP concepts. It covers different business processes, and allows students to learn using a hands-on approach, simulating real-life scenarios. The presented research focuses on using an ERPsim business simulation as the introduction to the course. The simulation was implemented to ease the introduction of ERP and IT concepts to the business and economic oriented students. Considering the positive effects of serious games and gamification, our research was formed and focused on knowledge acquisition and future student engagement. We researched whether participation in the introductory simulation results in significant knowledge gain and impacts students’ future course engagement. The data were gathered using a self-assessment questionnaire before and after an introductory simulation. The results were highly positive, confirming many positive aspects of business simulation, among others, significant knowledge increase in the domains of business process and ERP transactions, and in the domain of technical knowledge for SAP ERP. The results confirmed that the introductory simulation is appropriate for introducing ERP concepts to newcomers, and, nevertheless, confirmed the positive impact on their intent on future course engagement.
Ključne besede: business simulation, knowledge acquisition, course engagement, ERPsim, SAP, gamification
Objavljeno v DKUM: 17.08.2023; Ogledov: 508; Prenosov: 219
.pdf Celotno besedilo (337,46 KB)
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3.
Gamification: Improvement of the user experience in ubiquitous applications for health and well-being of people
Nenad Naranđa, 2017, magistrsko delo

Opis: The goal of this work was to explore gamification in the healthcare domain with regards to fitness in order to understand how and which gamification mechanics can improve user experience in ubiquitous applications. This possible influence was tested conducting a survey in which the participants evaluated first the fitness application 30 Day Fit Challenge Workout and then its impact on their motivation. The results showed that the gamification mechanics did increase motivation (progression the most significantly, achievements the least), and therefore improved the user experience. Female participants felt more motivated than male ones.
Ključne besede: gamification, user experience, motivation, ubiquitous applications, health and well being
Objavljeno v DKUM: 20.02.2017; Ogledov: 1552; Prenosov: 268
.pdf Celotno besedilo (2,03 MB)
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4.
USE OF GAMIFICATION IN EVERYDAY LIFE
Ana Filip, 2015, magistrsko delo

Opis: Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.
Ključne besede: gamification, user experience design, user engagement
Objavljeno v DKUM: 05.06.2015; Ogledov: 1815; Prenosov: 224
.pdf Celotno besedilo (2,84 MB)

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