A mobile application based on gamification as a tool for managing the education process at a university level
DOI:
https://doi.org/10.24917/20811861.20.44Keywords:
gamification, university, academic community, educational path, mobile application, higher educationAbstract
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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