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Gamification of the educational process during the study of disciplines of the natural and mathematical cycle by pupils of IGSE

- Мар'єнко, Майя Володимирівна (orcid.org/0000-0002-8087-962X) and Борисюк, І.Ю. (orcid.org/0000-0002-2096-9666) (2020) Gamification of the educational process during the study of disciplines of the natural and mathematical cycle by pupils of IGSE Фізико-математична освіта, 4 (26). ISSN 2413-158X

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Abstract

The article defines the conceptual apparatus of gamification, in particular in the process of teaching pupils IGSE, the author's vision of the interpretation of basic terms. The current state of development of the problem of introduction of gamification in the educational process is determined. The necessity of wider use of gamification in education is substantiated. According to the results of pupils' assessment, educational achievements on the topic of "Algorithms and programs" are best in those classes where elements of gamification were used in lessons. This topic, in turn, precedes the study of programming in the following classes. The reasons for the problems associated with the use of gamification in lessons, in particular, the lack of technical equipment, the lack of localization of individual platforms, etc. are also given. Formulation of the problem. Given the rapid development of the modern world, new requirements are put forward for education in terms of learning and development of a fully developed personality. The process of gamification of education allows opening new perspectives for teaching pupils in the lessons of the natural-mathematical cycle. Materials and methods. Theoretical research methods used: analysis, generalization, systematization of scientific and scientific-methodological sources on the research problem, analysis of existing concepts related to the research topic to further define the theoretical foundations, clarify the content of basic concepts, analysis of educational literature. Results. The study of psychological, pedagogical and educational literature on the problem of research was carried out and clarified as a topic covered in scientific publications. The authors systematize the terminological apparatus and identify the degree of development of this problem in research. Conclusions. Gamification is a technology of education that is developing rapidly and has great potential for a positive impact on the effectiveness of the educational process. Analysis of the literature, in particular, the experience of leading scientists on the problem allows us to conclude that gamification in educational activities has the right to exist as a tool that helps to create conditions for the formation of a modern harmoniously developed personality.

Item Type: Article
Keywords: gamification, education, game teaching methods, natural and mathematical disciplines, educational process
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 373 Kinds of school providing general education
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 378 Higher education. Universities. Academic study
Divisions: Institute for Digitalisation of Education > Department of Cloud-Oriented Systems and Artificial Intelligence in Education
Depositing User: с.д.,п.н.с Майя Володимирівна Мар'єнко (Попель)
Date Deposited: 03 Feb 2021 11:54
Last Modified: 03 Feb 2021 11:54
URI: https://lib.iitta.gov.ua/id/eprint/723296

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