Opetuksen digitaalinen pelillistäminen

Pelillistämistä on hyödynnetty jo pitkään markkinoinnin alueella. Kasvavan huomion ja suosion myötä se on otettu käyttöön myös muilla alueilla. Koska pelillistäminen kasvattaa oppilaiden motivaatiota ja sitoutumista opiskeluun, sitä hyödynnetään nykyään opetuksessa. Opetuksen pelillistäminen ei kuit...

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Main Author: Kähtävä, Konsta
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2021
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/75422
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author Kähtävä, Konsta
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Kähtävä, Konsta Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Kähtävä, Konsta Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Kähtävä, Konsta
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description Pelillistämistä on hyödynnetty jo pitkään markkinoinnin alueella. Kasvavan huomion ja suosion myötä se on otettu käyttöön myös muilla alueilla. Koska pelillistäminen kasvattaa oppilaiden motivaatiota ja sitoutumista opiskeluun, sitä hyödynnetään nykyään opetuksessa. Opetuksen pelillistäminen ei kuitenkaan ole yksinkertaista. Tässä tutkielmassa selvitetään mitä pelillistäminen on ja miten sitä voidaan soveltaa opetukseen. Tutkielman lopuksi tarkastellaan myös opetuksen pelillistämisestä mahdollisesti aiheutuvia negatiivisia seurauksia. Gamification has been widely used in the marketing sector. Due to its growing popularity it has been adopted to other sectors as well. One of these sectors is the education sector. Using gamification in education motivates and engages students to study. However using gamification in education is not simple. This study observes what gamification is and how it can be applied to education. At the end of the study some negative effects of gamification in education will also be examined.
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spellingShingle Kähtävä, Konsta Opetuksen digitaalinen pelillistäminen Tietotekniikka Mathematical Information Technology 602 pelillistäminen opetus oppiminen
title Opetuksen digitaalinen pelillistäminen
title_full Opetuksen digitaalinen pelillistäminen
title_fullStr Opetuksen digitaalinen pelillistäminen Opetuksen digitaalinen pelillistäminen
title_full_unstemmed Opetuksen digitaalinen pelillistäminen Opetuksen digitaalinen pelillistäminen
title_short Opetuksen digitaalinen pelillistäminen
title_sort opetuksen digitaalinen pelillistäminen
title_txtP Opetuksen digitaalinen pelillistäminen
topic Tietotekniikka Mathematical Information Technology 602 pelillistäminen opetus oppiminen
topic_facet 602 Mathematical Information Technology Tietotekniikka opetus oppiminen pelillistäminen
url https://jyx.jyu.fi/handle/123456789/75422 http://www.urn.fi/URN:NBN:fi:jyu-202105112707
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