Przedsiębiorczy gracz – jak mechanizmy grywalizacji motywują do nauki uczniów w szkole średniej?
Entrepreneurial gamer – how do gamification mechanisms drive learning motivation of secondary school students?
Author(s): Joanna ŚwiętoniowskaSubject(s): Business Economy / Management, School education, Pedagogy
Published by: Wydawnictwo Uniwersytetu Komisji Edukacji Narodowej w Krakowie
Keywords: entrepreneurship; gamification; motivation;
Summary/Abstract: Educators are constantly looking for teaching methods and strategies that would encourage young people to undertake purposeful and effective activities in the educational process, primarily driven by internal motivation. The popularity of computer games and their ability to maintain the interest of users have significantly influenced the dynamic development and wider use of gamification in didactics. The aim of the paper is to present the benefits of using the gamification method in teaching entrepreneurship at the secondary school level and the results of research showing the impact of the implemented mechanisms on the motivation of students to learn and develop their entrepreneurial competences. The case study discusses an experiment in implementing gamification as part of a full series of obligatory classes in Entrepreneurship set in a specific story context – Enterprise Galaxy. On the basis of empirical research conducted among students participating in the classes, an analysis and evaluation of factors was made that activated the youth and increased their involvement. These factors were analysed using the Octalysis Framework model. The results of the study show that the factors that most influenced the activities undertaken by high school students are: skills development and achievement of goals, fear of loss and prevention, social influence and establishing relationships, as well as ownership and possession.
Journal: Przedsiębiorczość - Edukacja
- Issue Year: 17/2021
- Issue No: 1
- Page Range: 65-76
- Page Count: 12
- Language: Polish