Integrating Serious Games and Gamification for Diverse Learner Groups: Lessons from the “GeoGecko” Project DOI Creative Commons
Mónika Rajcsányi-Molnár, István András,

Sandor Czifra

et al.

Education Sciences, Journal Year: 2025, Volume and Issue: 15(4), P. 440 - 440

Published: March 31, 2025

The “GeoGecko” project stands as an innovative effort in both technical and educational advancements, focusing on creating materials grounded experiential learning principles with a strong gamification framework. This report provides detailed account of the project’s development, leveraging e-learning components to create engaging immersive online program specifically designed meet expectations needs today’s high school university students. Through structured methodology, study implemented gamified elements assess their effectiveness. In addition describing development project, it also examines teaching methods applied outcomes observed. Drawing feedback from learners, highlights program’s practical impact, effectiveness, lessons learned during its implementation. Results indicate that platform successfully enhances student motivation, higher engagement levels observed among younger participants compared older learners. By sharing these insights, aims contribute growing body knowledge integrating serious games into education.

Language: Английский

Integrating Serious Games and Gamification for Diverse Learner Groups: Lessons from the “GeoGecko” Project DOI Creative Commons
Mónika Rajcsányi-Molnár, István András,

Sandor Czifra

et al.

Education Sciences, Journal Year: 2025, Volume and Issue: 15(4), P. 440 - 440

Published: March 31, 2025

The “GeoGecko” project stands as an innovative effort in both technical and educational advancements, focusing on creating materials grounded experiential learning principles with a strong gamification framework. This report provides detailed account of the project’s development, leveraging e-learning components to create engaging immersive online program specifically designed meet expectations needs today’s high school university students. Through structured methodology, study implemented gamified elements assess their effectiveness. In addition describing development project, it also examines teaching methods applied outcomes observed. Drawing feedback from learners, highlights program’s practical impact, effectiveness, lessons learned during its implementation. Results indicate that platform successfully enhances student motivation, higher engagement levels observed among younger participants compared older learners. By sharing these insights, aims contribute growing body knowledge integrating serious games into education.

Language: Английский

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