游戏化是提高中学教育学习效率的一种手段

Oksana Salata, Oleksandr Trukhan
{"title":"游戏化是提高中学教育学习效率的一种手段","authors":"Oksana Salata, Oleksandr Trukhan","doi":"10.28925/1609-8595.2023.3.5","DOIUrl":null,"url":null,"abstract":"The article presents the essence and advantages of gamification and its implementation in the educational process; the use of game design elements by teachers in the educational environment. The purpose is to study and present the essence and benefits of gamification and its implementation in the educational process. To reveal the main functions of gamification as a method, the author used the method of induction and deduction, which made it possible to draw conclusions about the details of the gamification procedure and the possible results achieved in the game; the method of comparison, which helped to compare the results of using traditional teaching in lessons in a general education institution and lessons involving gamification techniques. Gamification as a tool that uses different types of student motivation is revealed. Gamification is shown as a complex of game methods and technologies aimed at developing skills and improving the learning process and quality of education. Gamification is revealed as a tool that helps teachers, regardless of the discipline they teach, to make learning interactive and engaging. The potential of using gamification methods to increase students’ motivation, engagement, and performance is presented, mainly by creating a comparative learning environment that affects how students learn. It is concluded that improving students’ motivation and engagement in learning activities is important for the development of skills and competencies. A teacher’s understanding of how gamification methods affect student behavior can help them choose the appropriate methods for their students.","PeriodicalId":33834,"journal":{"name":"Neperervna profesiina osvita teoriia ta praktika","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"GAMIFICATION AS A MEANS OF IMPROVING THE EFFICIENCY OF THE LEARNING PROCESS IN SECONDARY EDUCATION\",\"authors\":\"Oksana Salata, Oleksandr Trukhan\",\"doi\":\"10.28925/1609-8595.2023.3.5\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The article presents the essence and advantages of gamification and its implementation in the educational process; the use of game design elements by teachers in the educational environment. The purpose is to study and present the essence and benefits of gamification and its implementation in the educational process. To reveal the main functions of gamification as a method, the author used the method of induction and deduction, which made it possible to draw conclusions about the details of the gamification procedure and the possible results achieved in the game; the method of comparison, which helped to compare the results of using traditional teaching in lessons in a general education institution and lessons involving gamification techniques. Gamification as a tool that uses different types of student motivation is revealed. Gamification is shown as a complex of game methods and technologies aimed at developing skills and improving the learning process and quality of education. Gamification is revealed as a tool that helps teachers, regardless of the discipline they teach, to make learning interactive and engaging. The potential of using gamification methods to increase students’ motivation, engagement, and performance is presented, mainly by creating a comparative learning environment that affects how students learn. It is concluded that improving students’ motivation and engagement in learning activities is important for the development of skills and competencies. A teacher’s understanding of how gamification methods affect student behavior can help them choose the appropriate methods for their students.\",\"PeriodicalId\":33834,\"journal\":{\"name\":\"Neperervna profesiina osvita teoriia ta praktika\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Neperervna profesiina osvita teoriia ta praktika\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.28925/1609-8595.2023.3.5\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Neperervna profesiina osvita teoriia ta praktika","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.28925/1609-8595.2023.3.5","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

文章阐述了游戏化的本质、优势及其在教育过程中的实施;教师在教育环境中使用游戏设计元素。目的是研究和呈现游戏化的本质和好处及其在教育过程中的实施。为了揭示游戏化作为一种方法的主要功能,作者采用了归纳演绎的方法,从而可以得出游戏化过程的细节和在游戏中可能达到的结果;比较的方法,它有助于比较在普通教育机构的课程中使用传统教学和使用游戏化技术的课程的结果。游戏化作为一种工具,运用了不同类型的学生动机。游戏化表现为旨在发展技能、改善学习过程和教育质量的游戏方法和技术的综合体。游戏化是一种工具,可以帮助教师,无论他们教什么学科,使学习互动和吸引人。本文提出了使用游戏化方法提高学生学习动机、参与度和表现的潜力,主要是通过创造一个影响学生学习方式的比较学习环境。研究结果表明,提高学生的学习动机和参与度对技能和能力的发展至关重要。教师对游戏化方法如何影响学生行为的理解可以帮助他们为学生选择合适的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMIFICATION AS A MEANS OF IMPROVING THE EFFICIENCY OF THE LEARNING PROCESS IN SECONDARY EDUCATION
The article presents the essence and advantages of gamification and its implementation in the educational process; the use of game design elements by teachers in the educational environment. The purpose is to study and present the essence and benefits of gamification and its implementation in the educational process. To reveal the main functions of gamification as a method, the author used the method of induction and deduction, which made it possible to draw conclusions about the details of the gamification procedure and the possible results achieved in the game; the method of comparison, which helped to compare the results of using traditional teaching in lessons in a general education institution and lessons involving gamification techniques. Gamification as a tool that uses different types of student motivation is revealed. Gamification is shown as a complex of game methods and technologies aimed at developing skills and improving the learning process and quality of education. Gamification is revealed as a tool that helps teachers, regardless of the discipline they teach, to make learning interactive and engaging. The potential of using gamification methods to increase students’ motivation, engagement, and performance is presented, mainly by creating a comparative learning environment that affects how students learn. It is concluded that improving students’ motivation and engagement in learning activities is important for the development of skills and competencies. A teacher’s understanding of how gamification methods affect student behavior can help them choose the appropriate methods for their students.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
14
审稿时长
6 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信