The Feasibility and Expediency of Gamification Activities in Higher Education

Authors

DOI:

https://doi.org/10.18488/journal.61.2019.74.459.468

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.

Keywords:

Efficiency, Gamification, Artificial intelligence, Higher education institution, Activity, Management system

Abstract Video

Downloads

Download data is not yet available.

Published

2019-12-30

How to Cite

Vinichenko, M. V., Ridho, T. K., Karacsony, P. ., Li, N. P., Narrainen, G. S., & Сhulanova O. L. (2019). The Feasibility and Expediency of Gamification Activities in Higher Education. International Journal of Education and Practice, 7(4), 459–468. https://doi.org/10.18488/journal.61.2019.74.459.468

Issue

Section

Articles