{"title":"Gamification of digital learning: Actual problems","authors":"M. G. Boltyshev","doi":"10.32517/0234-0453-2022-37-3-28-34","DOIUrl":null,"url":null,"abstract":"One of the priorities of modern education is methods of improving the quality of training activities, ways to involve and motivate students. Among these methods, we highlight the involvement in the learning process through game mechanics — gamification. The advantages of this approach are involvement in the learning process, as well as the activation of cognitive activity. Students, along with the acquisition of new experiences and the formation of various skills, also acquire a game experience that brings them pleasure. But the use of this method entails a number of significant difficulties faced by teachers and methodologists. Gamification is the main mechanism for involving students in the educational process in the digital environment, and the student’s attitude to the learning process depends on the competent use of this method. The most important skill for a modern teacher is the ability to competently design gamified systems. At the same time, a theoretical review of the literature, existing practices on the use of gamification for educational purposes, a discussion of various models for constructing learning systems with elements of gamification, and the identification of contradictions and current directions for advanced study of the issue of gamification in digital learning are important.","PeriodicalId":277237,"journal":{"name":"Informatics and education","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Informatics and education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32517/0234-0453-2022-37-3-28-34","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
One of the priorities of modern education is methods of improving the quality of training activities, ways to involve and motivate students. Among these methods, we highlight the involvement in the learning process through game mechanics — gamification. The advantages of this approach are involvement in the learning process, as well as the activation of cognitive activity. Students, along with the acquisition of new experiences and the formation of various skills, also acquire a game experience that brings them pleasure. But the use of this method entails a number of significant difficulties faced by teachers and methodologists. Gamification is the main mechanism for involving students in the educational process in the digital environment, and the student’s attitude to the learning process depends on the competent use of this method. The most important skill for a modern teacher is the ability to competently design gamified systems. At the same time, a theoretical review of the literature, existing practices on the use of gamification for educational purposes, a discussion of various models for constructing learning systems with elements of gamification, and the identification of contradictions and current directions for advanced study of the issue of gamification in digital learning are important.