Tarkvaratehnika hariduse mängustamine
Date
2014
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Abstract
Antud bakalaureusetöö eesmärgiks on uurida mängustamist ja selle rakendamise võimalusi hariduses, eelkõige tarkvatatehnika hariduses. Bakalaureusetöö tulemusena valmis esiteks teoreetiline osa, kus käsitletakse mängustamise mõistet, selgitatakse välja kuidas oleks võimalik selle printsiipe kasutada õppetöö parandamiseks ja tuuakse välja nende rakendamise juhised. Teiseks valmis konkreetse aine mängustamise plaan toetudes teoreetilisele materjalile, soovituste arutelu ja antud õppeaine õppejõu hinnang töö käigus väljapakutud soovitustele.
The main goal of this thesis is to find out what gamification is and if and how it could be applied in the context of education and more precisely in higher software engineering education. The main outcome of the thesis is firstly, summarising theoretical material on gamification for education. Among them a set of guidelines for undertaking the approach are drawn out. Secondly, gamification plan of a course based on the theoretical materials, discussion on the proposal and a preliminary assessment on the suggestions by the course leader.
The main goal of this thesis is to find out what gamification is and if and how it could be applied in the context of education and more precisely in higher software engineering education. The main outcome of the thesis is firstly, summarising theoretical material on gamification for education. Among them a set of guidelines for undertaking the approach are drawn out. Secondly, gamification plan of a course based on the theoretical materials, discussion on the proposal and a preliminary assessment on the suggestions by the course leader.