Analysis of Learning Outcomes in Gamified Blended E-learning Course

Authors

  • Dragutin Kermek University of Zagreb
  • Matija Kaniški University of Zagreb

DOI:

https://doi.org/10.33423/jhetp.v22i3.5077

Keywords:

higher education, learning outcomes, gamification, LMS, bloom taxonomy, analysis

Abstract

Learning outcomes describe what students will learn in a certain period of time after the end of the teaching activity and therefore they need to be verified. Higher education distinguishes several types of learning outcomes such as general, study program, course and course topic. This paper analyses learning outcomes of the course topic in the gamified course, Web Design and Programming (WebDiP). Midterm exams were chosen for the analysis. Each question of the midterm exam is assigned to the corresponding learning outcome of the course topic which is verified with them. Also, each learning outcome is further classified into levels using Bloom's taxonomy. The research goal is to discover the reason why and which learning outcomes are more difficult to achieve. Furthermore, is there any correlation between levels of learning outcomes, the number of points in each midterm exam, points from the project and the total number of points achieved in the course. In accordance with the obtained results, proposals for improving the course for the next academic year are presented.

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Published

2022-03-31

How to Cite

Kermek, D., & Kaniški, M. (2022). Analysis of Learning Outcomes in Gamified Blended E-learning Course. Journal of Higher Education Theory and Practice, 22(3). https://doi.org/10.33423/jhetp.v22i3.5077

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Section

Articles