Aplikacja mobilna oparta na grywalizacji jako narzędzie zarządzania procesem kształcenia na poziomie studiów wyższych


  • Przemysław Krysiński Uniwersytet Mikołaja Kopernika w Toruniu
  • Małgorzata Kowalska-Chrzanowska Uniwersytet Mikołaja Kopernika w Toruniu
  • Beata Królicka Uniwersytet Mikołaja Kopernika w Toruniu
  • Anna Mielczarek-Taica Uniwersytet Mikołaja Kopernika w Toruniu
  • Anna Pietrzak Uniwersytet Mikołaja Kopernika w Toruniu



Słowa kluczowe:

gamification, university, academic community, educational path, mobile application, higher education


The aim of this article is to present the stages of development of the gamified mobile application “Gra o dyplom” (Play for your diploma), created at Nicolaus Copernicus University in Toruń. It presents its functionalities (especially game-like elements, such as points, badges, feedback, levels, and rankings) and the potential for managing the students’ educational path. The application described in this article is a sensation on the Polish application market. Its uniqueness lies in the fact that it is not designed to gamify a specific subject or group of subjects, but the entire educational path.


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Jak cytować

Krysiński, P., Kowalska-Chrzanowska, M., Królicka, B., Mielczarek-Taica, A., & Pietrzak, A. (2023). Aplikacja mobilna oparta na grywalizacji jako narzędzie zarządzania procesem kształcenia na poziomie studiów wyższych. AUPC Studia Ad Bibliothecarum Scientiam Pertinentia, 20, 715–735. https://doi.org/10.24917/20811861.20.44



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