Овсієнко, Людмила Миколаївна and Захарченко, Олександр Сергійович (2024) Gamification of the educational process students and cadets of institutions of higher education Наукові інновації та передові технології, - (8 (36)). pp. 1308-1320. ISSN 2786-5274 Print
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Abstract
Today’s youth live in a digital space that is comfortable for them and leave it extremely reluctantly, so it is necessary to synchronize it with the classic educational environment. Gamification can serve as a key innovative tool in this. Game elements in classes will revive traditional forms of work, gently adjust the needs of a young person and direct his behavior in the direction necessary for learning. Gamification makes it possible to increase the level of teaching in any discipline of the curriculum. Therefore, a modern teacher must not only have exemplary knowledge of the disciplines he teaches, but also have the ability to understand the most relevant problems of gamification of education, be able to apply it on a practical level, skillfully combine the game with educational information. At the reception, we interpret the term «gamification» from our position; we determine the features of gamified learning, its components (structure), opportunities, rules of application in the classical education system; we characterize a number of tools, services and programs for introducing the game into the learning process of higher education students and cadets (Kahoot, Wordwall, Quizizz, Plickers, Quizlet, Quizalize, Learningapps), identify their positive and negative features. We conclude that gamification contributes to the creation of an interactive educational environment, provides ample opportunities and a safe space for creativity. The integration of the game into the traditional education system activates students and cadets of higher education, motivates them to study, develops critical and problem-solving thinking, forms professional competences, in particular digital. Gamification is a trend in modern education aimed at its modernization. The use of applications, services and programs analyzed in the article is extremely important, because, as practice proves, they stimulate and encourage work even on complex software material. We claim that the use of gamification elements in the educational process has a positive effect on the learning outcome and the psychological state of higher education graduates/cadets
Item Type: | Article |
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Uncontrolled Keywords: | gamification; gamified learning; educational process; students; cadets; students; higher education institutions; teachers; tools; services; applications; programs; digital competence; digital literacy; modernization; motivation to learn; critical thinking; Kahoot; Wordwall; Quizizz; Plickers; Quizlet; Quizalize; Learningapps |
Subjects: | Статті у періодичних виданнях > Фахові (входять до переліку фахових, затверджений МОН) |
Divisions: | Факультет української філології, культури і мистецтва > Кафедра української мови |
Depositing User: | Людмила Миколаївна Овсієнко |
Date Deposited: | 20 Aug 2024 17:38 |
Last Modified: | 20 Aug 2024 17:38 |
URI: | https://elibrary.kubg.edu.ua/id/eprint/49564 |
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