Published February 21, 2025
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Journal article
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Gamification In Education
Description
The article considers gamification as a modern and effective approach to learning, aimed at
increasing the motivation and engagement of students. The authors analyze the essence of gamification, its
advantages and disadvantages, and offer practical recommendations for the use of game elements in the
educational process. It is emphasized that gamification contributes to the formation of students' interest in
knowledge, the development of creative thinking
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Additional details
Dates
- Issued
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2025-02-20
References
- 1.McGonigal, J. Reality is broken: Why games make us better and how they can change the world. – New York: Penguin Press, 2011. 2.Zichermann, G., & Cunningham, C. Gamification: By design. – San Fran-cisco: Wiley, 2011. 3.Deterding, S., Dixon, D., Khaled, R., & Nacke, M. From game design ele-ments to gamefulness: Defining "gamification". – Proceedings of the 15th international academic MindTrek conference: Envisioning future media en-vironments, 1 9-15, 2011. 4.Chou, Y. K. Actionable gamification: Beyond points, badges, and leader-boards. – Octalysis Media, 2015. 5.Kapp, K. M. The gamification of learning and instruction: Game-based methods and linking learning to performance. – San Francisco: Pfeiffer, 2012. 6.Killiing, K. Project method in elementary school. – Moscow: Iris-press, 2004. 7.Ivanov, S. V. Digital technologies in education: problems and prospects. – Moscow: Prosveshchenie, 2020. 8.Papert, S. (1993). The children's machine: Rethinking school in the age of technology. Basic Books. 9.Petrova, A. A. Information technologies in pedagogy. – St. Petersburg: Pe-ter, 2019. 10.Popper, K. The logic of scientific discovery. – Moscow: Respublika, 2005. 11.Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.