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Keyword: «gamification»

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The relevance of the study is driven by the need to integrate digital technologies into the educational process of the university, aimed at overcoming resource limitations and developing creative thinking in graduate students. The aim of the work is to justify the didactic potential of gamification for the development of creative thinking among graduate students in foreign language classes and to demonstrate its practical application through the development of tasks corresponding to the levels of Benjamin Bloom's taxonomy. The leading approach of the study was an integrative approach that combines theoretical concepts and practical aspects for a comprehensive analysis of the gamification implementation process. It is implemented through an algorithm that includes the stages of diagnosing educational needs, choosing game mechanics, integrating them into the educational process and evaluating the results. The theoretical significance of the study lies in systematizing the relationship between gaming methods, Bloom's taxonomy levels and language learning. This expands didactic approaches in pedagogy, offering a model that can be adapted to various disciplines. The practical value of the work is confirmed by the development of problem-oriented cases. These tools transform traditional teaching methods, making them more dynamic and compliant with the requirements of the globalized world. Thus, gamification in foreign language learning acts as a catalyst for creative thinking, allowing students to experiment, make mistakes, and find non-obvious solutions in a safe gaming environment. The proposed methods demonstrate how game approaches combine the development of language skills with metacognitive competences, which is critical for training specialists who can effectively operate in a multicultural professional environment. The algorithms and cases developed in the study can be adapted to other disciplines, strengthening the connection between theory and practice in modern education.
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There are many entertaining virtual technologies in the modern world, computer games being one of the realities without which the young generation cannot imagine their life in today's constantly evolving space. Computer games provide new opportunities for modifying the educational process in order to optimize and modernize it. For this purpose, it is necessary to look for new learning tools that will help to make the process of acquiring knowledge, skills and abilities more productive and significantly increase the motivation of students. Computer games can be used in this case, as they are able to display real situations to users and immerse a person in a virtual world, where it is necessary to solve a number of communicative and situational tasks. The study of this aspect today is extremely relevant, primarily because the history of computer games is not great. This topic is considered by many researchers, but the impact of computer games on different spheres of life, including learning, is not sufficiently studied and, for this reason, gives extensive opportunities for further research. The aim of the study is to prove through a practical experiment the assumption that computer games of non-educational nature can serve as a tool for independent work to improve the communication skills of students studying English in non-linguistic universities. This research used the following methods: theoretical – analysis and generalisation of scientific works and literature on the problem under consideration, pedagogical experiment, mathematical – statistical processing of the research results. The results of the experiment clearly show the effectiveness of using computer games as independent work for students. Listening skills improved by 6.2%, and reading ones by 8.7%. The experiment proved the results of introducing and using computer games in the educational process to be successful. The theoretical significance of the research lies in the detailed analysis of the concept “gamification”, its main classifications, as well as in the examination of computer games functions. Practical importance is represented by a number of methodological recommendations for the introduction of computer games as a tool for independent work into the educational process. The effectiveness of using this tool in learning English is proved by the results of the experiment.
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The relevance of this study is determined by contemporary requirements for the quality of linguistic education, where the development of sustainable communicative competence among students is one of the key factors in their professional success and integration into the global educational and professional environment. Traditional methods of foreign language teaching often fall short in ensuring sufficient engagement and motivation among learners, necessitating the search for new pedagogical strategies. One such strategy is gamification, which not only enhances student motivation but also creates conditions for active, meaningful, and emotionally rich acquisition of language and communicative skills. The aim of this article is to provide a theoretical rationale, identification, and synthesis of the principles of gamification as a pedagogical technology that contributes to the development of communicative competence in students majoring in linguistics. To achieve this goal, we set the following objectives: to analyze the current scientific discourse on gamification, to determine the specific features of its use in education, and to develop practical recommendations for incorporating game-based methods into language learning, considering the identified principles. The methodological foundation of this research encompasses a comprehensive analysis of domestic and international literature in the fields of foreign language teaching, pedagogy, psychology, and game technologies. The study includes a comparative analysis of existing approaches to communicative competence development, as well as the systematization of pedagogical principles for effective gamification confirmed by empirical studies. The main results of the research include the substantiation of six key principles of gamification–authenticity, interactivity, contextualization, diversity, feedback, and emotionality–each elucidated in terms of its contribution to the development of communicative competence. Theoretical significance of the article lies in the synthesis and systematization of knowledge regarding gamification principles in the context of communicative competence development among students of linguistic specialties. Practical significance is reflected in the development of recommendations for teachers and methodologists on implementing the identified principles of gamification, including examples of their integration into the educational process. The presented results have the potential to enhance the effectiveness of language instruction, ensure sustained student engagement and interest, and facilitate overcoming linguistic and psychological barriers in the development of communicative competence.
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This article presents an overview of gamification practices in Russia and abroad. Play is a vital component of human development and its competent application is of great importance for the actors in the educational process. The authors' goal was to examine relevant Russian and international practices, rethink gaming technologies in the context of education, and develop alternative models for future practical application. The research methodology utilizes a theoretical analysis of the works of Katrin Becker and Emily Ann Naul's studies of games in education. Multiple domestic approaches were examined, including D.B. Elkonin's psychological analysis of games, which summarized various concepts of understanding play, their significance for student development, and explored the "seriousness" of game in V. Stern's concept. The authors' approach to analyzing the recursion of the game and the real world is a key methodology, necessitated by the specific nature of research into the potential of gaming technologies and the modeling of alternatives, allowing for the discovery of meaningful content for the everyday life of players. Data from a sociological survey of students majoring in pedagogical fields in the Republic of Bashkortostan (Bashkortostan State Pedagogical University named after M. Akmulla, Ufa) on the involvement in gaming activities was used to identify the type of gaming motivation. The following results were obtained: current models of gamification in foreign and domestic practice were examined; non-classical models for applying games for the education and development of adolescents and young adults in the "university-school" system were developed; a model for applying gaming technologies within the framework of the activities of a humanitarian quantorium was proposed. Theoretical significance of the study: a new concept is proposed for application in the realities of domestic educational spaces as an alternative to well-known gamification strategies, primarily in the didactics of pedagogical quantoriums specializing in various competences. The developed model for applying gaming technologies in humanitarian quantoriums can be used to develop various competences among young people and adolescents. Practical significance of the study: specific recommendations and models for the implementation of gaming methods in the educational process to increase student motivation and learning effectiveness.
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This article explores the identification and systematization of the classification characteristics of educational gamification as a pedagogical technology for teaching modern schoolchildren and students. Gamification, as part of the the educational process digitalization in the 21st century, has become a priority area for the development of Russian education. Determining the place of gamification technology in the educational process at schools and universities within the hierarchy of modern pedagogical technologies defines the problem of this study. The relevance of this work is explained by the insufficient development of the theoretical foundations, by the practical potential, and the new digital capabilities of gamification technology at the current stage of the school and university education development both in Russia and abroad. The aim of this article is to provide a theoretical overview and summarize the results of theoretical and practical research on gamification technology in the educational process at schools and universities. The primary research method was an analysis of the works of Russian and international authors to clarify the definition of "gamification" concept as applied to the educational process, identify its structural components, implementation principles, and pedagogical features of its use in teaching schoolchildren and students. The main result of this article is a theoretical justification for defining educational gamification as a pedagogical technology for teaching schoolchildren and students and a clarification of the essence of this concept. The authors' classification characteristics of gamification as a pedagogical technology significantly complement the theoretical foundations of the gamification process in school and university education today. The theoretical significance of this study lies in identifying the theoretical and philosophical foundations of gamification, its educational functions, the challenges and risks of its application, and relevant areas for development and improvement. The practical significance of this work lies in the fact that the authors' findings can be used to develop practical mechanisms for gamifying the educational process as a pedagogical technology for teaching, nurturing, and developing students in both general schools and higher education institutions.