Publication | Open Access
Enhancing Higher Education Student Class Attendance through Gamification
48
Citations
20
References
2020
Year
This paper presents an electronic system for tracking students' attendance. "BeHere" was implemented at Subotica Tech -College of Applied Sciences, introducing gamification elements into class attendance tracking. Given that the first year of their studies in higher education is the most crucial time period, it is vital that students are motivated to attend classes regularly. Class attendance is frequently seen as the prime marker of students' persistence: lower attendance indicates a higher risk of dropout. The gamification module of the system is used to improve student engagement, motivation, attendance, and academic performance. Based on the research results, it is evident that the tested gamification module motivated students to attend classes more regularly during the 2018/19 school year as compared with the previous year.
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