Gamification resources in education: A theoretical approach

Author:

Astashova N. A.1ORCID,Bondyreva S. K.2ORCID,Popova O. S.3ORCID

Affiliation:

1. Bryansk State University named after I. G. Petrovsky

2. Moscow Psychological and Social University

3. Republican Institute for Vocational Education

Abstract

Introduction. The modern education system has undergone serious changes in recent years – the content of educational programmes is being revised; electronic, mixed, mobile learning is being actively introduced; the practical activities of future specialists are being strengthened. The use of computer networks, web applications, and interactive services makes education more accessible, stimulating the cognitive interests of students, increasing motivation for education. One of the most significant innovative trends in modern education is gamification, which is most often considered as a system that uses components of computer games in non-gaming situations. Aim. The current research aims to analyse the conceptual foundations of gamification in education, to determine a system of tools that can present unique opportunities for gamification, features of its promising use for turning into an innovative experience in the development of higher professional education. Methodology and research methods. The study of the problem of gamification involves the analysis of pedagogical and psychological literature of foreign and Russian authors; systematisation and generalisation of pedagogical concepts, practice-oriented materials, and facts. The gamification methodology includes systematic, personality-oriented, activity-based approaches. An attempt is made to determine the components of the gamification system and their role in the organisation of modern education. The analysis of gamification resources makes it possible to identify approaches to increase motivation and involvement of students, and, in addition, to find out ways to include elements of game design (task definition, feedback, levels, creativity), computer games in the educational environment. On the basis of a personality-oriented approach, the influence of gaming technologies on the development of student personality is considered. The activity approach makes it possible to identify the basics of the organisation and management of the activities of subjects of education, to establish the features of the use of educational technologies, practices and methodological techniques. The activity-based approach in the context of gamification determines an active, ever-increasing activity as a source of personal development of students. Results. In the course of the research, the theoretical foundations of the use of gamification in modern higher education were formulated; tools for the prospective inclusion of gaming practices in the training system were identified; mechanisms of internal and external motivation of students, regulation of the behaviour of future specialists when using game elements were identified. Scientific novelty. The concept of gamification of education is part of the concept of the game and reflects the current trends in the development of education based on the strategy and tactics of gaming activities, structured in a special way taking into account the resources of game principles, mechanics, methods and techniques. Gamified learning can become a leader in the process of training specialists using innovative practices, stimulating motivation, regulating behaviour, implementing ideas of friendly competition and creative cooperation in various educational contexts. Practical significance. In the context of determining the promising foundations for the development of modern higher education, the ideas of original technological support for personnel training are proposed. The implementation of practical measures to develop the involvement of students in the educational process, the regulation of motivation, behaviour and practical activities of students, emotional self-realisation, and the system of relationships will contribute to improving the quality of education in higher education. An important result of the study was the conclusion about the expedient combination of traditional and innovative options for conducting training sessions with students, the inclusion of a variety of gaming practices in the educational process.

Publisher

Russian State Vocational Pedagogical University

Subject

Physical Therapy, Sports Therapy and Rehabilitation,Education

Reference19 articles.

1. Deterding S., Dixon D., Khaled R., Nacke L. Gamification: Toward a definition [Inter­net]. CHI 2011 gamification workshop; 2011 [cited 2022 Feb 21]. 48 p. Available from: https:// www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a7ddb6

2. Groh F. G. Gamification: State of the art definition and utilization [Internet]. In: N. Asaj, et al. (Eds.). Proceedings of the 4th Seminar on Research Trends in Media Informatics; 2012 Feb 14. Ulm University; 2012 [cited 2022 Feb 21]; p. 39–46. Available from: http://d-nb.info/1020022604/34

3. Deterding S., O’Hara K., Sicart M., Dixon D., Nacke L. Using game design elements in non-gaming contexts. In: CHI ‘11: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems [Internet]; 2011 May 7–12. Vancouver, BC, Canada; 2011 [cited 2022 Feb 21]. Available from: http://gamification-research.org/wp-content/uploads/2011/04/01-Deterding-Sicart-Nacke-OHara-Dixon.pdf

4. Zichermann G., Cunningham C. Gamification by design: Implementing game me­chanics in web and mobile apps, services [Internet]. Sebastopol, CA: O’Reilly Media; 2011 [cited 2022 Feb 21]. Available from: http://books.google.de/books?id=Hw9X1miVMMwC

5. Lee J. J., Hammer J. Gamification in education: What, how, why bother? Academic Exchange Quarterly [Internet]. 2011 [cited 2022 Feb 21]; 15 (2). Available from: https://www.researchgate.net/publication/258697764_Gamification_in_Education_What_How_Why_Bother

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3