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Szentesi, Péter
Fehér-Polgár, Pál
2025-09-10T11:38:57Z
2025-09-10T11:38:57Z
2020
http://hdl.handle.net/20.500.14044/33445
Due to tense business environment and technological developments, agile organizations are invoked to provide flexibility that is necessary to gain business advantages. Accordingly, employees and the education system also have to align to meet new challenges and to develop new skillsets. Technological progress and changes in society have also impacted the characteristics of how younger generations perceive and learn. Researchers of generation domain report high level of impatience and shorter attention span. One of the attempts to capture and maintain longer-term attention is gamification, a melting crucible of several theoretical domains (pedagogy, applied psychology) and behavioural design professionals use its applications in practise. In this paper I aim to relate motivation theory of learning to gamification in order to utilize its findings in business education. Learning motivation has extensive literature, as well as gamification, however the relation between them is not recognized deeply in empirical research. My work is based on literature review of respective theories and structured review of gamification frameworks, and is the first step in my series of research aiming to quantify this relation.hu_HU
dc.formatPdfhu_HU
enhu_HU
The impact of gamified education on learning motivationhu_HU
Open accesshu_HU
Óbudai Egyetemhu_HU
2020 június 25-26hu_HU
Budapesthu_HU
Keleti Károly Gazdasági Karhu_HU
Óbudai Egyetemhu_HU
Társadalomtudományok - közgazdaságtudományokhu_HU
oktatáshu_HU
tanulási motivációhu_HU
Konferenciaközleményhu_HU
MEB 2020hu_HU
local.tempfieldCollectionsKönyvrészletekhu_HU
22.hu_HU
Kiadói változathu_HU
11 p.hu_HU
MEB — 18th International Conference on Management, Enterprise, Benchmarking. Proceedings (MEB 2020)hu_HU
2020
978-963-449-223-8hu_HU
2020hu_HU
Óbudai Egyetemhu_HU
Budapesthu_HU


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