Abstract [eng] |
THE INFLUENCE OF GAMIFICATION METHOD ON INVOLVEMENT IN THE CONTEXT OF STUDY PROCESS QUALITY SUMMARY 81 pages, 17 charts, 23 pictures, 114 references, 5 supplements. The aim of the master's thesis is to find out how the gamification method affects engagement in improving the quality of the study process. To achieve this goal, the following methods were used: comparative analysis and systematization of scientific literature (Lithuanian and foreign author‘s articles, books, publications were examined, on the topic of the gamification method, its application and impact on involvement); exploratory qualitative research (interviews with experts of the application of the gaming method of individual organizations, during which the most important elements of gamification were refined and classified. The obtained results and their analysis were the basis for preparing for the quantitative research and the questionnaire compiling); exploratory quantitative research (questionnaire survey to confirm the comprehensibility of the terminology and the adequacy of the main research methodology); questionnaire survey method (online EVAF student survey); statistical analysis and interpretation of quantitative data; synthesis method – (from the generalized analysis of the scientific literature and the synthesis of the research data, the proposed theoretical model that promotes students involvement in the studies). Quantitative data analysis was performed using statistical data processing program SPSS: factor analysis, Cronbach's alpha reliability test, Stjudent's t, Chi square (χ2) significance tests, Pearson correlation coefficients were calculated to determine the relationships between individual variables. The data obtained during the study were processed and graphically represented using Microsoft Office Excel program. Main results of the research: The aim of the research is to investigate the influence of gamification elements on student involvement. Based the results of the study, it turned out, that there is a positive relationship between the elements of gamification and student involvement. The key elements, that have the greatest and least impact on student engagement were identified and classified. The most significant emotions were identified: interest, growth, confidence, joy, and growth, that are experienced during the game. All positive emotions were significantly correlated with involvement, indicating, that involvement is higher with higher positive emotions. The study states, that the vast majority of respondents positively assessed the gamified learning content, and confirmed the need for gamification – based lectures in their studies. The performed analysis of the scientific literature and the obtained research results allowed to develop a theoretical model of the gamification method, that encourages students' involvement in studies, in which the most significant elements of gaming: points, challenges, leaderboards, progress bars, virtual goods, rewards, rewards, resources, competitions, and the criteria of a qualitative gaming method: clear setting of goals, voluntary participation, feedback system, clear system of rules, experimentation, definability of time, fun and enjoyable experience are singled out. The formed model is of a recommendatory nature, with a purpose to enrich, improve and add new quality to the overall content of the study process. |