Professional and pedagogical training of future students of higher education with elements of gamification
DOI:
https://doi.org/10.46502/issn.1856-7576/2022.16.04.5Palabras clave:
pre-university training, gamification, game-based learning.Resumen
In particular, in order to comprehensively provide applicants with the necessary didactic and developmental materials, to create a functional educational space, it is advisable to use gamification as a promising method to improve the educational process. This paper reviews research publications reflecting the degree of effectiveness and functional possibilities of game mechanics application in the educational environment. It has been established that the application of game mechanics has a particularly effective effect on career guidance processes. The augmented reality technology contributes to the learning material assimilation, and the game learning environment allows future students to realize their creative potential.
Citas
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144. DOI: http://doi.org/10.31695/IJASRE.2018.33016
Daniel, S. J. (2020). Education and the COVID-19 pandemic. Prospects, 49(1), 91-96. DOI: https://doi.org/10.1007/s11125-020-09464-3
Denden, M., Tlili, A., Essalmi, F., Jemni, M., Chen, N. S., & Burgos, D. (2021). Effects of gender and personality differences on students’ perception of game design elements in educational gamification. International Journal of Human-Computer Studies, 154, 102674. DOI: https://doi.org/10.1016/j.ijhcs.2021.102674
Guerreiro-Santalla, S., Bellas, F., & Duro, R. J. (2020). Artificial intelligence in pre-university education: what and how to teach. Multidisciplinary Digital Publishing Institute Proceedings, 54(1), 48. DOI: https://doi.org/10.3390/proceedings2020054048
Järvis, M., Tambovceva, T., Virovere, A. (2021). Scientific innovations and advanced technologies in higher education. Futurity Education, 1(1). 13-22. DOI: https://doi.org/10.57125/FED.2022.10.11.2
Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 22. DOI: https://doi.org/10.3390/educsci11010022
Kim, S., Song, K., Lockee, B., & Burton, J. (2018). What is gamification in learning and education? In Gamification in learning and education (pp. 25-38). Springer, Cham. DOI: https://doi.org/10.1007/978-3-319-47283-6_4
Kostruba, N. (2018). Comparison Socio-Psychological Characteristics of Professional Development of Students of Different Specialties (Spiritual and Secular Universities). Psychological Prospects Journal, 31 (Jul. 2018), 153–170. DOI: https://doi.org/10.29038/2227-1376-2018-31-153-170
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018, 2. URL: http://urn.fi/urn:nbn:de:0074-2186-5
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247
Monroy García, F. A., Llamas-Salguero, F., Fernández-Sánchez, M. R., & Carrión del Campo, J. L. (2020). Digital technologies at the pre-university and university levels. Sustainability, 12(24), 10426. DOI: https://doi.org/10.3390/su122410426
Pérez-Calderón, E., Prieto-Ballester, J. M., & Miguel-Barrado, V. (2021). Analysis of digital competence for Spanish teachers at pre-university educational key stages during COVID-19. International Journal of Environmental Research and Public Health, 18(15), 8093. https://doi.org/10.3390/ijerph18158093
Prokopenko, O. (2021). Technological challenges of our time in the digitalization of the education of the future. Futurity Education, 1(2), 4–13. https://doi.org/10.57125/FED/2022.10.11.14
Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110, 106392. DOI: https://doi.org/10.1016/j.chb.2020.106392
Riestra-González, M., del Puerto Paule-Ruíz, M., & Ortin, F. (2021). Massive LMS log data analysis for the early prediction of course-agnostic student performance. Computers & Education, 163, 104108. DOI: https://doi.org/10.1016/j.compedu.2020.104108
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27(1), 139-159. DOI: https://doi.org/10.1007/s10758-020-09487-x
Teräs, M., Suoranta, J., Teräs, H., & Curcher, M. (2020). Post-Covid-19 education and education technology ‘solutionism’: A seller’s market. Postdigital Science and Education, 2(3), 863-878. DOI: https://doi.org/10.1007/s42438-020-00164-x
Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., ... & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1), 1-14. DOI: https://doi.org/10.1186/s40561-019-0106-1
Toma, F., Diaconu, D. C., & Popescu, C. M. (2021). The use of the kahoot! learning platform as a type of formative assessment in the context of pre-university education during the covid-19 pandemic period. Education Sciences, 11(10), 649. DOI: https://doi.org/10.3390/educsci11100649
Tsekhmister, Y. V., Kotyk, T. M., Matviienko, Y. S., Rudenko, Y. A., & Ilchuk, V. V. (2021). La efectividad de la tecnología de realidad aumentada en la educación STEAM. Apuntes Universitarios, 12(1), 250–267. DOI: https://doi.org/10.17162/au.v11i5.932
Descargas
Publicado
Cómo citar
Número
Sección
Licencia
Derechos de autor 2022 Olena Samodumska , Tamara Pushkarova , Oleksandr Hrytsenko , Maryna Zahorulko , Iryna Pshenychna
Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.