World of Science. Series: Sociology, Philology, Cultural Studies
World of Science. Series: Sociology, Philology, Cultural Studies
           

2023, Vol. 14, No. 4. - go to content...

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Koyshina E.A., Popova T.A. [Prospects for gamification: analysis of students’ perception of the game’s image] World of Science. Series: Sociology, Philology, Cultural Studies, 2023, Vol. 14, No. 4. Available at: https://sfk-mn.ru/PDF/01KLSK423.pdf (in Russian).


Prospects for gamification: analysis of students’ perception of the game’s image

Koyshina Ekaterina Alimovna
The South Ural University of Technology
Branch in Novy Urengoy, Novy Urengoy, Russia
E-mail: koyshina@mail.ru
RSCI: https://www.elibrary.ru/author_profile.asp?id=685383

Popova Tatiana Anatolievna
Saint Petersburg State University of Industrial Technologies and Design, Saint Petersburg, Russia
University of Tyumen, Tyumen, Russia
E-mail: t.popova.media@gmail.com
ORCID: https://orcid.org/0000-0002-2930-7140
RSCI: https://www.elibrary.ru/author_profile.asp?id=856220
WoS: https://www.webofscience.com/wos/author/rid/JBS-0895-2023

Abstract. Game is one of the most multifaceted phenomena in human life. It comes in many forms, uses a variety of capabilities, and can serve as a tool to achieve a variety of goals. Thus, the games can be used to solve problems in many areas: from pedagogy to business, from science to art. Each type of game requires players to have a certain level of proficiency in various skills. This contributes to the development of human cognitive and social functions and has certain characteristics. The popularity of gaming technologies in education continues to rise. The introduction of online formats has also contributed to the growth and use of interactive multimedia technologies. Gamification in education is an approach that uses game elements and mechanics to increase student motivation and engagement in learning. This scientific article reviews the concept of a game and analyzes the perception of the image of a game by students and schoolchildren in the context of learning. The study shows that gamification can significantly increase student engagement and motivation. This, in turn, has a positive impact on the quality of learning. The results of focus groups conducted using drawing techniques demonstrate that the image of the game is well perceived by schoolchildren and students and creates a favorable environment for active participation in the learning process. Based on this, the authors of the article propose to use gamification as an effective learning tool that helps increase motivation, self-organization and self-regulation of students. Analysis of the perception of the image of the game by students indicates the promise of using gamification in education. This approach can be an effective tool for the modern educational process, promoting the active involvement of students, increasing their motivation and achieving better educational results.

Keywords: game; image; performance; media; education; gamification; gaming technology

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