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dc.contributor.authorDementieva T. I.-
dc.date.accessioned2025-05-08T14:28:47Z-
dc.date.available2025-05-08T14:28:47Z-
dc.date.issued2025-
dc.identifier.citationDementieva T. I. Use of gamification in education / T. I. Dementieva // Наука і техніка сьогодні (Серія Педагогіка», Серія «Право», Серія «Економіка», Серія «Фізико-математичні науки», Серія «Техніка») »: журнал. - 2025. - № 4(45). - С. 491 – 499.uk_UA
dc.identifier.urihttps://repository.hneu.edu.ua/handle/123456789/36193-
dc.description.abstractThe article examines the phenomenon of gamification in education, which has garnered significant interest among scientists and practitioners due to its potential to enhance the learning process and its outcomes. The review mentions key researchers such as Karl Kapp, Juho Hamari, and Sebastian Deterding, as well as other scholars who study the impact of gamification on students motivation, engagement, and academic performance. Despite the increasing popularity of using gamification in education, an analysis of foreign publications reveals a lack of developed methodologies and practical recommendations for organizing the learning process with its application. The article presents an overview of the history of gamification's development, starting from the beginning of the 20th century and encompassing key events, terms, and definitions that have shaped the modern understanding of this concept in the context of education and training. It reviews the historical prerequisites for the emergence of gamification, its evolution, and the main approaches to its implementation in the learning environment. Various approaches to using game elements to enhance learning effectiveness and student engagement are examined. The article presents a review of research by leading scientists in this field and outlines the benefits of gamified learning—improved critical thinking, collaboration, digital literacy, and a positive attitude towards learning. The article examines the stages of implementing gamification in the learning process, as well as game elements. It notes that the effective application of gamification in learning, teaching, and training can significantly increase student motivation, leading to improved focus and satisfaction. 1 However, the effective implementation of gamification in e-learning requires a well-developed strategy that begins with a thorough analysis of the existing environment and available software. Therefore, the article presents the main stages of this strategy. Game elements that will be part of the gamification program at the initial planning stage are also presented.uk_UA
dc.language.isoenuk_UA
dc.subjectgamificationuk_UA
dc.subjectgamification elementsuk_UA
dc.subjectgamification stagesuk_UA
dc.subjecte-learninguk_UA
dc.titleUse of gamification in educationuk_UA
dc.typeArticleuk_UA
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