Gamification in the educational process of higher education institutions

被引:1
|
作者
Folomieieva, Nataliia [1 ]
Pelekh, Vladyslav [2 ]
Haidamshko, Iryna [3 ]
Sivak, Nataliia [3 ]
Koriakin, Oleksii [1 ]
机构
[1] Sumy State Pedag Univ, Dept Stage & Variety Art & Directing Tech, Sumy, Ukraine
[2] Natl Acad Educ Sci Ukraine, Inst Pedag, Kiev, Ukraine
[3] Khmelnytskyi Humanitarian Pedag Acad, Dept Pedag, Khmelnytskyi, Ukraine
来源
AMAZONIA INVESTIGA | 2024年 / 13卷 / 73期
关键词
gamification; professional competence; education; gamified system in institutions of higher education; students of higher education;
D O I
10.34069/AI/2024.73.01.28
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
The article theoretically reveals the content of the terminological apparatus of gamification. The purpose of the article is the need to introduce and study the most effective ways of introducing gamification into the educational process of higher educational institutions for the preparation of a competitive young generation. The methodological concept reflects the relationship and interaction of the use of gamification methods in the educational process of higher education institutions, in particular the use of various components (motivational, meaningful, active, and reflective components). The results show the main directions of influence and structural elements of gamification; the main areas of influence of gamification on the educational environment are clarified; six steps of game mechanisms for introducing gamification into the educational space are described; the importance of implementation, negative manifestations of gamification for the educational process are shown, and the main aspects of gamification are revealed. The most effective features of gamification for students of higher education are listed and examples of Internet projects using gamification in the educational space are given. The introduction of gamification methods through the use of models is substantiated. An experimental study was conducted to check the formation of professional competence in future specialists by providing an educational gamified system in higher education institutions.
引用
收藏
页码:331 / 343
页数:13
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