Gamification as an effective learning tool for future teachers

- Височан, Л.М. (orcid.org/0000-0002-8978-5005), Бохонько, Є. О. (orcid.org/0000-0002-2779-5734) and Гончарова, Ірина Петрівна (orcid.org/0000-0003-2973-4481) (2023) Gamification as an effective learning tool for future teachers Інноваційна педагогіка, 1 (58). pp. 52-55. ISSN 2663-6085

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Abstract

The authors analyze the concept of "gamification" in the process of teaching future teachers and analyze scientific research on this issue. The influence of gamification on the formation of student motivation is analyzed. It has been established that gamification is one of the trends in modern education, an innovative tool aimed at modernizing education and a modern system of its organization. It is noted that teachers of Vasyl Stefanyk Precarpathian National University, Khmelnytsky National University and Bila Tserkva Institute of Continuing Professional Education use it in their seminars in the form of gaming platforms for learning; logic puzzles and simulation games. The study found that the results of scientific works on gamification of learning are quite diverse and depend on many factors, including the context of use and methods of gamification. To increase motivation and develop digital skills, the authors conducted an experiment with students in different educational institutions: Vasyl Stefanyk Precarpathian National University, Khmelnytsky National University, and Bila Tserkva Institute of Continuing Professional Education. During the seminar sessions, future teachers worked with the blooket game program, which allows you to create tests, game combinations, divide groups into teams, and assign rewards to them. In the course of the experiment, general scientific methods were used: analysis of theoretical sources, collection of information, comparison, generalization, questionnaires and study of the products of educational activities of future specialists. The study found that the introduction of gamification elements in seminar classes increased students' internal and external motivation and interest in the discipline. The obtained results prove the importance of introducing game elements into the curriculum, which are a factor in the formation of active professional behavior of future teachers.

Item Type: Article
Keywords: gamification, motivation, higher education institution, educational process, seminar class
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.9 ІКТ ( Application-oriented computer-based techniques )
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 378 Higher education. Universities. Academic study
Divisions: State institution of higher education «University of educational management» > Bila Tserkva institute of continuous education of state higher educational institution «University of educational management» > Department of Training Technologies, Labor Safety and Design
Depositing User: Ірина Петрівна Гончарова
Date Deposited: 16 Aug 2023 08:51
Last Modified: 16 Aug 2023 08:51
URI: https://lib.iitta.gov.ua/id/eprint/735916

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