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Яндекс.Метрика

GAMIFICATION AS A WAY OF LEARNING ORGANIZATION

Orlova Olga Vyacheslavovna, Titova Valentina Nikolaevna

Information About Author:

The article substantiates the effectiveness of gamification as a new way of learning organization, having a great pedagogical potential. It is proved that the use of computer games tools in the educational process, firstly, increases the motivation of the subject to give a stronger and better attention to educational activities, and secondly, extend the commitment to the goal, and finally, increases the probability of achieving this goal. From other gaming practices (role-playing, business games, etc.) gamification differs in not imitation nature of the activity: keeping unchanged the content of educational activities gamification radically transforms the way of organization these activities and accompany the entire education cycle.

Keywords: gamification of education, gaming technology, way of learning organization

References:

1. Igna O. N. Imitatsionnaya (modeliruyushchaya) tekhnologiya v professional’noy metodicheskoy podgotovke uchitelya inostrannogo yazyka [The imitation (modeling) technology in professional methodical training of a foreign language teacher]. Vestnik Tomskogo gosudarstvennogo pedagogicheskogo universiteta – TSPU Bulletin, 2011, no. 9 (11), pp. 186–190 (in Russian).

2. Igna O. N. Kontseptual'nye osnovy tekhnologizatsii professional'no-metodicheskoy podgotovki uchitelya: avtoref. dis. doct. ped. nauk [Conceptual bases of technologizing professional and methodical preparation of the teacher. Аbstract of thesis doct. of ped. sci]. Tomsk, 2014. 42 p. (in Russian).

3. Dobychina N. V. “Komp'yuternye igry – teatr aktivnykh deystviy” [“The computer games is the theatre activism”]. Filosofskiye problemy informatsionnykh tekhnologiy i kiberprostranstva – Philosophical problems of information technology and cyberspace, 2013, no. 1, pp. 149–158 (in Russian).

4. Konanchuk D., Volkov A. Epokha “grinfi lda” v obrazovanii [The Epoch of “Greenfi eld” in the education]. Moscow, Skolkovo Publ., 2013. URL: http://www.skolkovo.ru/public/media/documents/research/education_10_10_13.pdf (Accessed 12 May 2015) (in Russian).

5. Badgewille. Wiki-gamifi cation. URL: https://badgeville.com/wiki/ (Accessed 12 May 2015).

6. Werbach К. Gamifi cation. Coursera. URL: https://class.coursera.org/gamifi cation-002/lecture (Accessed 12 May 2015).

7. Evplova E. V. Geymifi katsiya kak sredstvo povysheniya motivatsii k obucheniyu [The gamifi cation as a means of increasing motivation for learning]. Odintsovskiye chteniya – Odintsovo readings. Moscow, 2013. URL: http://evplova.ru/nauchnye-i-metodicheskie-stati/53-gejmifi katsiyakak-sredstvo-povysheniya-motivatsii-k-obucheniya (Accessed 12 May 2015) (in Russian).

8. Igrofi katsiya [The gamifi cation]. Vikipediya – svobodnaya entsiklopediya [Wikipedia – the free encyclopedia]. URL: https://ru.wikipedia.org (Accessed 12 May 2015) (in Russian).

9. Selevko G. K. Entsiklopediya obrazovatel'nykh tekhnologiy. V 2 t. T. 1 [Encyclopedia of educational technology. In 2 volumes. Volume 1]. Moscow, Narodnoye obrazovaniye Publ., 2005. 556 p. (in Russian).

10. Herger M. Enterprise Gamifi cation. 2012. URL: http://enterprise-gamifi cation.com/index.php/de/blog/4-blog/79-the-gamifi cation-tipping-point (Accessed: 12 May 2015).

11. Kel'berer G. R. Perspektivy primeneniya printsipov igrofi katsii v podgotovke pedagogicheskikh kadrov [Prospects of application of the principles of gamifi cation in teacher training]. Pedagogicheskoye obrazovaniye i nauka – Teacher education and science, 2014, no. 4, pp. 144–147 (in Russian).

orlova_o._v._60_64_9_162_2015.pdf ( 417.51 kB ) orlova_o._v._60_64_9_162_2015.zip ( 411.43 kB )

Issue: 9, 2015

Series of issue: Issue 9

Rubric: MODERN PEDAGOGICAL TECHNOLOGY

Pages: 60 — 64

Downloads: 2595

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