The new volume of the journal Pedagogika Techniki i Informatyki (20 points of the Ministry of Science and Higher Education) brings an article co-authored by PhD. P. Dymora and PhD. M. Mazurek.
Dymora, P., Mazurek, M., Gołda, W. (2021). Analysis of the Impact of Gamification on Learning Efficiency on the Example of a Mobile Application. 2021. 10.15584/jetacomps.2021.2.18.
Abstract
The article analyses the impact of gamification on the effectiveness of the learning process with the use of the original mobile application. Gamification methods and assessments attract increasing attention from both researchers and practitioners.
We present the impact of learning rules and regulations of handball on the future referees of handball and people from the handball community (players, activists, sympathizers) using the implemented mobile application in comparison with the traditional method, i.e., books or printed regulations. The results of the knowledge test for the users of the application were significantly better than traditional education.
The analysis showed that in the first test, users using the application and traditional learning achieved the same results (52%). In contrast, in the second test, users using the application achieved 73% in comparison with the group not using the app (59%). Such a result may indicate that learning from the application positively impacts the user.
The adoption of gamification in learning and teaching is very popular and stimulates student motivation, involvement, and social influence.