- Арістова, Наталія Олександрівна (orcid.org/0000-0002-0943-8039) and Махович, Інна Анатоліївна (orcid.org/0000-0002-9804-9085) (2024) Understanding content and essence of concept of “gamification” in Ukrainian scientific pedagogical space «Наукові інновації та передові технології» (Серія «Управління та адміністрування», Серія «Право», Серія «Економіка», Серія «Психологія», Серія «Педагогіка»), 8 (36). pp. 1058-1070. ISSN 2786-5274
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Abstract
The authors carry out a theoretical analysis of scientific pedagogical literature in order to generalise the approaches of Ukrainian scientists to understanding the content and essence of the concept of “gamification”. It is found out that gamification is considered to be a form of organisation of educational activities, a method or a means of learning; a tool aimed at forming active professional behaviour of future specialists; introduction of games for educational purposes into the process of future specialists training; a way of organising the educational process, which is distinguished by a certain pedagogical potential; a concept that uses elements of the game in order to achieve various educational goals, etc. Ukrainian scientists are convinced that the use of gamification ensures the creation of a favourable interactive educational environment aimed at effective formation of strong theoretical knowledge, practical skills and skills, strengthening motivation and cognitive interest in higher education applicants, provides an opportunity to visualise educational material. The advantages and disadvantages of the use of gamification in the educational process of higher education institutions are also defined. The main advantages of the use of gamification include the possibility of activating the cognitive activity of higher education applicants, strengthening the motivation for training, and the formation of a positive attitude towards educational activities. Among the disadvantages of gamification are the insufficient level of the material and technical base of higher education institutions, the insufficiently high level of digital competence of scientific-pedagogical and pedagogical staff, the presence of a significant number of Internet platforms developed in English, the presence of methodological and methodical shortcomings regarding the implementation of the principles of gamification. We should note that the analysis of scientific and pedagogical literature provides all grounds to identify gamification as a form of organisation of educational (educational and cognitive) activity, the use of which is based on the guiding principles of the simulation-game approach, which contributes to the transformation of students into active participants in the educational process.
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