- Толочко, С.В. (orcid.org/0000-0002-9262-2311) (2023) Theoretical and methodological ana lysis of gamification as a modern educational phenomenon «Перспективи та інновації науки (Серія «Педагогіка», Серія «Психологія», Серія «Медицина»)», 1 (19). pp. 369-383. ISSN 2786-4952
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Abstract
The article carries out a theoretical and methodological analysis of gamification as a modern educational phenomenon at the levels of primary, basic secondary and higher education. Conceptual and categorical apparatus of the research was defined, in particular the terms «gamification», «aspects of gamification», «tasks of gamification», «structural elements», «main game mechanics» were investigated. It is noted that the term «gamification» is used to describe those functions of the interactive system, which are aimed at motivating and involving end-users in the process of creating a new product (in our context – educational) due to the use of game elements and mechanics. It was found out that gamification creates two ways for motivational influence: internal motivators (structure of activity and values or interests of the applicants for education, which contributes to the improvement of the quality of the educational process), external motivators (have little to do with the organization of education, require more careful study by the teacher, since the affective motivational content subsequently deteriorates). Use of external attributes (points, badges, leaderboards) reinforces behavior with prizes, however, it does not always contribute to the activity and commitment of participants in the educational process, and, as a result, the quality of education decreases. It is proven that a game accumulates many points of motivation – competitiveness, incentive prizes, logic of overcoming obstacles. Features of application of gamification in institutions of general secondary education have been determined. Modern mobile services and applications that ensure the use of gamification for general secondary education, in particular in terms of mathematics, computer science, physics and chemistry, are characterized. Features of application of gamification in the institutions of professional pre-higher and higher education, focus on motivation and involvement of students in educational and cognitive activities, formation of game thinking, competition, collaboration skills, creativity, dialogue speech, research, curiosity, enthusiasm of players, etc. have been established. Modern mobile services and applications that ensure the use of gamification for professional pre-higher and higher education are characterized.
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