Gamification in developing readiness for self- fulfillment in students of Higher Educational Institutions

被引:1
|
作者
Tsurkan, Liudmyla [1 ]
Dubinka, Mykola [2 ]
Savchenko, Nataliia [2 ]
Slipchyshyn, Lidiia [3 ]
Kalenyk, Mykhailo [4 ]
机构
[1] Alfred Nobel Univ, Dnipro, Ukraine
[2] Volodymyr Vynnychenko Cent Ukrainian State Pedag U, Kropyvnytskyi, Ukraine
[3] Natl Pedag Drahomanov Univ, Kiev, Ukraine
[4] Sumy State Pedag Univ, Sumy, Ukraine
关键词
innovative education; educational technologies; effective methodology; higher education; psychological well-being; IMPACT;
D O I
10.17162/au.v13i3.1525
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The article aims to study the peculiarities of the issue of gamification when developing readiness for self-fulfillment in students of higher educational institution in the course of education. The research involved testing, factor analysis, and statistical data processing. The following research methods were used: the Ryff Scales of Psychological Well-Being; the Personal Orientation Inventory. Reliability of tools and methods was determined using Cronbach's & alpha;. Statistical data were processed using Spearman's correlation coefficient and Fisher's test. The following results were obtained during the research. The Self -acceptance Scale has the lowest arithmetic mean, also within the lower manifestation limit. There are no high indicators on this scale. The largest share of the sample - 61.25% - has a medium self-acceptance level, of which 32.5% are students of the experimental group (EG) and 28.75% -students of the control group (CG). A low level of self-acceptance is characteristic of 21.25% of students in the control group and 17.5% in the experimental group. Based on the obtained data, it is possible to unequivocally assert the effectiveness of gamification in developing students' readiness for self-fulfillment.
引用
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页码:80 / 91
页数:12
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