Metode gamifikacije u online sustavima učenja programiranja – osobno iskustvo

Vjeran Bušelić1, Kristijan Župan1

vbuselic@tvz.hr
1Tehničko veleučilište Zagreb, Vrbik 8, Zagreb, Hrvatska

Sažetak

Cilj rada je ukazati na najbolje prakse korištenja gamifikacije u svrhu postizanja većeg angažmana i bolje motiviranost pri učenju programiranja na online sustavima za učenje. Osnovni elementi gamifikacije potječu nešto prije sredine 20. stoljeća iz Sovjetskog Saveza. Tamo su se radnici motivirali bez oslanjanja na novac, tipičan kapitalistički poticaj, korištenjem bodova, proglašavanjem zaposlenika mjeseca i drugim elementima tipičnih u igrama. Danas svi prepoznajemo mnoge elemente gamifikacije u najrazličitijim programima vjernosti koje poznajemo već desetljećima, tako da zapanjuje da je stvarni pojam gamifikacija nastao tek u ovom tisućljeću. Prvi ga je upotrijebio Nick Pelling, britanski programer i video igre dizajner rajem 2002. godine.. Kao što je stekao brzu popularnost i masovno korištenje dogodila su se i napuhana očekivanja ili čak zloupotrebe, tako da je već 2004. godine Gartner, vodeća svjetska tvrtka za IT istraživanja i savjetovanje, odlučla razjasniti pojam redefiniranjem kao " korištenje elemenata iz igara i tehnika kojim su igre dizajnirane kako bi se ljudi motivirali da ostvare svoje ciljeve ". Gamifikacija je također vrlo popularan koncept u obrazovanju, posebno kad treba motivirati maloljetnike da izdrže u obavljanju ne-trivijalnih zadaća kao što su učenje informacijskih tehnologija i/ili programiranja. Vještine koje od samih početka imaju elemente gamifikacije u obliku u svijetu prihvaćenih industrijskih certifikata. U ovom članku osim objašnjenja osnovnih pojmova gamifikacije, te pregleda principa koji važe u modernim sustavima online učenja u području programiranja, više detalja će se posvetiti prikazu jedne od najpopularnijih platformi - Treehouse, iz perspektive mladog diplomanda, vrlo iskusnog korisnika, gamera i programera.
Ključne riječi: gamifikacija, online sustavi za učenje, programiranje

Gamification methods in online learning of programming - personal experience

Abstract

The goal of this article is to point out the best practices of using gamification to achieve greater involvement and better motivation for learning programming using online learning systems. Basic elements of gamification originates in the early to mid 20th century in Soviet Union. Workers were motivated without relying on capitalist-style monetary incentives - using points, employee of the month and other game-like elements. Today we all recognize many gamification elements in all kind of various loyalty programs we know for decades, so it really astonishes that the actual term gamification was created in the New Millennium. Nick Pelling, a British programmer and video game designer, first introduced the term in late 2002. As it gained quick popularity and mass use but also inflated expectations or even misuse, so in 2004 Gartner, the world's leading information technology research and advisory company, decided to clarify it by redefining it as “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”. Gamification is also very popular concept in education, especially to motivate juvenile audience to endure in non-trivial tasks like learning IT related technologies and/or programming. Skills that from the very beginning had elements of gamification in form of worldwide accepted industry certifications. In this article besides explanation of main concepts of gamification, and the overview of gamification principles in modern online learning systems in the field of programming, review and more details will be given of the Treehouse - one of most popular online learning platforms, from the viewpoint of young graduate, very experienced user, gamer and programmer.
Keywords: Gamification, Online learning, Programming


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