Abstract

Educational computer games (ECG) and gamification, step by step take place in educational process at all educational levels - from kindergarten to university level. And if in preschool and primary school age, games are a key method of learning, then in higher education games are seen as means of entertainment first and foremost. In this article, we present the results of a study regarding university students' perceptions and preferences for educational computer games and gamification. The study was conducted among 347 students in various professional fields at Bulgarian universities. The main research questions are related to the kind of end user devices used for playing computer games; type of game elements that are most preferred by the university students; appropriateness of ECG different learning situations; etc. The answers to these questions help to design and study the usability of educational computer games applicable to university education taking into account the professional area of the students.

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