HIGHER EDUCATION GAMIFICATION: THE TRINITY OF PBL AS A TOOL FOR EDUCATIONAL PROCESS MODERNIZATION

V. Savitska, Oksana Krychkivska
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Abstract

Formulation of the problem. The article is devoted to the problems of modernization of the educational process in higher education based on the use of game technologies and their elements. The relevance of the study is due to the identified opportunities for the trinity of PBL (Points, Badges, and Leaderboards) as a tool to increase learning motivation among students. Materials and methods. The methodological basis is generally theoretical and empirical research methods. A review of modern scientific literature, periodicals, and scientific and methodological sources on the problem of gamification of higher education, their analysis, structuring, interpretation, and construction of logical conclusions was fulfilled. Systematization of prospects for the development of gamification in higher education using SWOT analysis was carried out. Results. The article considers the content of the main scientific approaches to the definition of "gamification in higher education". Problems and possibilities of using the game component of PBL in the educational process of higher education institutions are analyzed. Innovative variants of the application of the most universal game components of PBL in the educational process of higher school in the study of any discipline are offered. The study allowed substantiating the feasibility of gamification in higher education based on the results of generalization of theoretical sources, analytical information, and SWOT analysis. Conclusions. Based on the literature analysis, options for using the PBL trinity as a tool for modernizing the educational process in higher education are proposed. The use of game techniques, taking into account the trinity of PBL in the educational process, can be one of the mechanisms to increase students' motivation and interest in learning disciplines, improve their involvement in learning, and heighten the level of competencies they acquire. The obtained results can be applied in designing various educational courses in the study process where game technologies are used.
高等教育游戏化:PBL作为教育过程现代化工具的三位一体
问题的表述。本文从游戏技术及其要素的使用入手,探讨了高等教育过程现代化的问题。该研究的相关性是由于确定了PBL(积分、徽章和排行榜)三位一体的机会,作为提高学生学习动机的工具。材料和方法。方法论基础一般是理论研究方法和实证研究方法。对现代科学文献、期刊以及关于高等教育游戏化问题的科学和方法论来源进行了综述,对其进行了分析、构建、解释和构建逻辑结论。运用SWOT分析法对高等教育游戏化发展前景进行了系统化分析。后果本文探讨了“高等教育中的游戏化”定义的主要科学方法的内容。分析了PBL游戏组件在高校教育过程中使用的问题和可能性。PBL最通用的游戏组件在高等学校的教育过程中应用于任何学科的研究,提供了创新的变体。该研究基于理论来源的概括、分析信息和SWOT分析的结果,证实了游戏化在高等教育中的可行性。结论。在文献分析的基础上,提出了将PBL三位一体作为高等教育过程现代化的工具的选择。在教育过程中,考虑到PBL的三位一体,游戏技术的使用可以成为提高学生对学习学科的动机和兴趣、提高他们对学习的参与度以及提高他们获得的能力水平的机制之一。所获得的结果可用于设计在学习过程中使用游戏技术的各种教育课程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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