In Croatia, a radical change appeared in education in 1995. The Ministry of Education and Science of Croatia approved and funded the research project entitled "Information and communication competences of educators" that consisted of two parts: theoretical, study of the available literature on the communication competence of teachers in the world, especially in Europe and conduction of research of teachers' communication skills in Croatia. The study was conducted with the aim of assessing the situation and defining the problems which need to be changed within the education system as to educate the future teachers to be competent for the new challenges associated with the school work. The aim of the research was to get an insight into different aspects of communication competence among primary education teachers. Main conclusions were that teachers do not perceive or connect burnout at work with communication in classroom (they are not aware of their lack of communication knowledge and adequate communication skills). They do not have sufficiently developed skills to manage conflicts and negotiation skills. Communication in the classroom is interpersonal communication with particular students. They do not possess leadership and group communication skills.
Gamification is a common and familiar term so far and it can be seen in almost every part of human activity. It's been nine years since the terminology first appeared in Gartner's Hype Cycle Report in 2011, however, higher education institutions still do not apply computer game elements to online Learning Management Systems (LMS). The problems encountered are related either to the administrators of the LMS system or to teachers who, for various reasons (lack of time, authority, knowledge, motivation, etc.,) reject the changes. Objective of this paper is to determent if there is statistical significant difference between experimental and control groups. Experimental group will be using gamified Moodle online course while control will use classical Moodle online course. Research is made on a sample of 46 graduate students from the Faculty of Organization and Informatics within the course Computer Mediated Communication. Experiment lasted for 14 days after which testing the students' motivation to use the teaching materials as well as the lessons learned after the experimental period took place. The results indicate 7 times higher activity in the experimental group of students, as well as 33.23% better results (using t-test) in the experimental group of students in the final knowledge test, thus accepting both hypotheses of this research.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.