Gamification strategies for motivating students to study information science
DOI:
https://doi.org/10.35433/pedagogy.4(115).2023.6Keywords:
digitalization, gamification, motivation, digital educational environment, information and communication technologiesAbstract
The rapid development of digital technologies has created a need for improving the processes of
acquiring new knowledge. As young people today are fond of computer games, gamification is
becoming a means of introducing elements of innovation into the educational process and attracting the attention of students. The use of gamification during the classes of computer science is one of the methods that complement the learning process. Motivation and self-confidence in the process of learning computer science has always attracted the attention of educators and researchers, as modern society is constantly evolving and introducing new technologies. Numerous studies have shown that gamification increases interest in learning, motivates participants in the educational process to interact productively, discuss common problems, and defend their own points of view when solving various tasks in front of colleagues.
Analyzing research in the field of learning gamification, it can be noted that the use of the gamification method helps approach the educational process to real-life practical activities. Thus, it allows students to learn more effectively and improve their skills. Game technologies are closely related to self-realization of students' personalities, and they significantly improve the quality of learning. The use of gamification in the educational process is an important element in the development of students' professional competences.
The game can be considered as one of the types of interactive teaching methods aimed at implementing the psychological processes of student self-realization. During the game, students take an active position, which leads to an increase in their interest in the object of knowledge. In this context, the role of the teacher is transformed, they become the organizer and leader of the process.
The article examines the results of research by domestic and foreign scholars on the implementation of game technologies in the educational process. The analysis of the latest research in the field of educational gamification confirms the importance of using gaming tools to form algorithmic thinking, develop programming skills and expand professional competencies.
References
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