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The Feasibility and Expediency of Gamification Activities in Higher Education


Article Information

Title: The Feasibility and Expediency of Gamification Activities in Higher Education

Authors: Mikhail V Vinichenko, Taridi K Ridho, Peter Karacsony, N. P Li, Gundeea S Narrainen, Oхana L Сhulanova

Journal: International Journal of Education and Practice

HEC Recognition History
Category From To
X 2020-07-01 2021-06-30

Publisher: Asiatic Region

Country: Pakistan

Year: 2019

Volume: 7

Issue: 4

Language: English

DOI: 10.18488/journal.61.2019.74.459.468

Keywords: EfficiencyGamificationArtificial intelligenceHigher education institutionActivityManagement system

Categories

Abstract

This study aimed to identify the feasibility and expediency of gamifying activities in higher education institutions, for which an original methodology was used. However, gamification is complex and carries a high degree of risk in achieving organizational efficiency. It is therefore advisable to adopt a fragmented approach and selectively gamify individual processes and features, focusing on educational and research activities. When introducing gamification, top management should provide conceptual and regulatory support and HR specialists coordination. Using a distribution model of managerial functions for gaming activities and determining priorities, taking the use of artificial intelligence into account, is shown to be expedient.


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