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2020 » Papers » Volume 2 » GAMIFICATION IN TRAINING AND TEACHING OF UNIVERSITY IT-STUDENTS 1. GAMIFICATION IN TRAINING AND TEACHING OF UNIVERSITY IT-STUDENTS Authors: Zerkina Natalya, Chusavitina Galina Volume 2 | DOI: 10.12753/2066-026X-20-154 | Pages: 519-532 | Download PDF | Abstract
The article deals with the use of gamification technologies as a modern teaching tool with great pedagogical potential. Gamification has become an essential part of modern life and society. The paper specifies the origin of the term "gamification" and compares "gamification" with the other game practices. Historical aspects of the gamification concept development in higher education are analyzed and summarized. The effectiveness of gamification as a new way of organizing training and teaching in comparison with traditional technologies is substantiated. The advantages of gamification include: high motivation for student participation in the educational process; increasing of group and individual independent work; maximizing of practical orientation in educational activities to solve professional problems; simulation of students' future professional activities, etc. The authors describe the most popular means of gamification and gaming technology. The possibilities of gamification of Learning Management Systems and Learning Content Management Systems are examined. According to gamification forums on the Internet, the most popular Learning Management Systems platforms are Moodle (https://moodle.org/ ), Schoology (https://www.schoology.com ), ClassDojo (https://www.classdojo.com ) and Edmodo (https://www.edmodo.com). Wordpress (https://ru.wordpress.org/ ) is the leader among Learning Content Management Systems. The authors illustrates realization of training process with application of gamification elements on the basis of Learning Management System Moodle on examples of personal experience. Complex methodology is applied as a means of identifying, assessing and analyzing. To retrieve primary studies as comprehensively as possible, we deployed a search strategy to find publications systematically. As ontologies are the primary concern, the search focuses on papers that develop ontologies for 'gamification'. | Keywords
activation of educational process, game, game technology, gamification, game mechanics, game elements, gamification of university education, gamification elements, LMS Moodle |
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