CAMIFICATION OF THE EDUCATIONAL PROCESS IN A HIGHER EDUCATIONAL INSTITUTION: THEORY AND METHODOLOGY

dc.contributor.authorКоберник, Олександр Миколайович
dc.contributor.authorОсадченко, Інна Іванівна
dc.date.accessioned2021-06-16T12:49:32Z
dc.date.accessioned2026-11-05T05:17:10Z
dc.date.available2021-06-16T12:49:32Z
dc.date.issued2021
dc.description.abstractIn the article, based on the analysis of scientific sources and empirical material, the theoretical and methodological features of the gamification of the educational process in a higher educational institution are substantiated. It is pointed out that a significant difference between gamification and gaming technology of learning is that a future specialist involved in a gamified educational process, does not play by itself, but learns with the definition of the rules of learning, like a game. Generalized and clarified the criteria, the compliance with which determines the gamification of the educational process in a higher educational institution, in contrast to the classic version of using didactic games: clearly defined goals that provide motivation for students to participate in the game; logical and consistent rules that set the limits and framework for students to achieve their educational goals; creation of a story, a legend with dramatic plots accompanying the learning process in order to create a sense of involvement in students, a contribution to a common cause; the aesthetics of the game, which primarily includes elements of the game computer design of the training course (balls, levels / stages; badges; leaderboards; prizes, awards and rewards; progress ribbons; storyline; feedback); a stable system of measurable feedback to ensure that the learning objectives set by the students are achievable and the teaching staff follow the didactic rules. The following methodological approaches to the implementation of this innovation have been identified: global information-computer, since the “planet” is already involved in the global gamification of education, taking into account its tendencies towards informality and continuity, the predominance of “clip” thinking in the younger generation; technological; systemic and practice-oriented approaches.uk_UA
dc.identifier.citationКоберник О. М., Осадченко І. І. CAMIFICATION OF THE EDUCATIONAL PROCESS IN A HIGHER EDUCATIONAL INSTITUTION: THEORY AND METHODOLOGY. Научен вектор на Балканите. 2021. Т. 5. № 1(11). България: «Научен хронограф» ЕОО. 2021. С. 12-17.uk_UA
dc.identifier.issnprint: 2603-4840
dc.identifier.issnonline: 2683-1104
dc.identifier.urihttps://dspace.unu.edu.ua/handle/123456789/45232
dc.language.isootheruk_UA
dc.publisher«Научен хронограф» ЕООДuk_UA
dc.subjectgamificationuk_UA
dc.subjectmotivationuk_UA
dc.subjectgame technologies of teachinguk_UA
dc.titleCAMIFICATION OF THE EDUCATIONAL PROCESS IN A HIGHER EDUCATIONAL INSTITUTION: THEORY AND METHODOLOGYuk_UA
dc.typeOtheruk_UA
old.handle123456789/13706
old.idd6d08332-938a-46fb-bd17-3868b4d4129d
old.sourceSitedspace.udpu.edu.ua

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