GAMIFICATION AS THE CURRENT TREND OF NATIONAL EDUCATION

Authors

DOI:

https://doi.org/10.28925/2414-0325.2019s24

Keywords:

gamification, gaming technology, school educational process, competence, MOPED project, future teacher

Abstract

The article deals with the main provisions and principles of gaming technology and concludes that this is one of the most important areas of development of educational technologies. The introduction of gaming elements into the learning process contributes to raising pupils’ cognitive activity, forming interest in knowledge, developing learning motivation and initiative. The key concept of the research, namely “Gamification”, is analyzed, and the following definition is given: integration of game elements and game thinking in activities other than games. Gamification in education - is the process of spreading the game to various areas of education, which allows you to consider the game and as a method of teaching and education, and as a form of educational work, and as a means of organizing a holistic educational process. The analysis of scientific sources provided the basis for the selection of the main components of the gameplay process of learning and game elements that form the mechanics of the process of gaming, namely the challenge, tasks, tests, cooperation, feedback, resource accumulation, rewards, and the state of victory. In the course of the study, it was revealed that gaming has not yet been widespread in educational practice in Ukraine. The main reasons include the weak technological equipment of universities and schools, the incompetence of the teaching staff in the information and communication sphere, «English-language», which represents the majority of Internet platforms, methodological and methodological shortcomings in the use of the principles of gaming. So, in order to train teachers for the skills of introduction of gamification in education, the course " Gamification in the educational process of the school" was developed, which is being developed within the framework of the project “Modernization of Pedagogical Higher Education Using Innovative Teaching Tools” EU Erasmus + KA2 program the development of the potential of higher education (No. 586098-EPP-1-2017-1-UA-EPPKA2-CBHE-JP). The article deals with the conceptual approaches to the course and outlines the main objective of the course - to prepare students - future teachers for the practical use of technologies of gaming in the educational process of a comprehensive school. Indicator of achievement of goals and tasks is formed in the form of the final results of training and competences.

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Author Biographies

Svitlana Perejaslavska, State establishment “Luhansk Taras Shevchenko National University”, Starobilsk

PhD (pedagogical sciences), Associate Professor of the department of information technology and systems

Olha Smаhina, State establishment “Luhansk Taras Shevchenko National University”, Starobilsk

PhD (pedagogical sciences), Senior Lecturer of the department of information technology and systems

References

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Abstract views: 3334

Published

2019-09-24

How to Cite

Perejaslavska, S., & Smаhina O. (2019). GAMIFICATION AS THE CURRENT TREND OF NATIONAL EDUCATION. Electronic Scientific Professional Journal “OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY”, 250–260. https://doi.org/10.28925/2414-0325.2019s24

Issue

Section

Special Edition “New pedagogical approaches in STEAM education”