Gamification in the Informal Learning Space of Higher Education (in the Context of the Digital Transformation of Education)

被引:11
作者
Sadovets, Olesia [1 ]
Martynyuk, Olena [1 ]
Orlovska, Olha [1 ]
Lysak, Halyna [1 ]
Korol, Svitlana [1 ]
Zembytska, Maryna [1 ]
机构
[1] Khmelnytskyi Natl Univ, Khmelnytskyi, Ukraine
来源
POSTMODERN OPENINGS | 2022年 / 13卷 / 01期
关键词
Information space; digital transformation; gamification; higher education institutions; informal education; motivation; learning results;
D O I
10.18662/po/13.1/399
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
The article explores the way gamification transforms the informal learning space of the higher education institutions inspired by information technologies and the all-consuming digitalization of human society. An overview is presented of the existing ideas about gamification in the context of the digital transformation of higher education. It is established that the effective use of gamification as a learning technique in the context of digital transformation of higher education contributes to the implementation of its core principles. We have attempted to analyze the factors that gave rise to gamification as well as to examine the ways to introduce gamification to the informal learning experience. The components of this technology are singled out along with the principles of its functioning. In the process, we reveal the role of gamification and opportunities that open up for the organization of educational activities in the informal space of higher education. The given work identifies peculiarities and advantages of this digital form of education as well as risks associated with its introduction in the informal learning space of higher education. The authors elaborate on the specifics of the development of informal learning space in the context of global gamification, as well as the technological and semantic modernization of higher education. It is established that the main purpose of gamification is to boost the internal motivation of higher education students to study and to reveal their creative and professional abilities.
引用
收藏
页码:330 / 350
页数:21
相关论文
共 50 条
[1]   THE ROLE OF GAMIFICATION TECHNIQUES IN PROMOTING STUDENT LEARNING: A REVIEW AND SYNTHESIS [J].
Alomari, Islam ;
Al-Samarraie, Hosam ;
Yousef, Reem .
JOURNAL OF INFORMATION TECHNOLOGY EDUCATION-RESEARCH, 2019, 18 :395-417
[2]  
[Anonymous], 2012, GAMES LEARNING SOC
[3]  
[Anonymous], 2017, SUMMIT LEARNING PROG
[4]  
Armier DD., 2016, COLL TEACH, V64, P64, DOI [DOI 10.1080/87567555.2015.1094439, 10.1080/87567555.2015.1094439]
[5]  
Bessmertny A.M., 2016, P VOLGOGRAD STATE PE, V6, P15
[6]  
Bogomolov A.I., 2019, NOVYE INFORMACIONNYE, P129
[7]   When Tomorrow Comes: Technology and the Future of Sustainability Learning in Higher Education [J].
Bonini, Paola .
ENVIRONMENT, 2020, 62 (04) :39-48
[8]   Importance of Gamification in Increasing Learning [J].
Brull, Stacey ;
Finlayson, Susan .
JOURNAL OF CONTINUING EDUCATION IN NURSING, 2016, 47 (08) :372-375
[9]   A systematic literature review of empirical evidence on computer games and serious games [J].
Connolly, Thomas M. ;
Boyle, Elizabeth A. ;
MacArthur, Ewan ;
Hainey, Thomas ;
Boyle, James M. .
COMPUTERS & EDUCATION, 2012, 59 (02) :661-686
[10]  
Deterding Sebastian, 2011, P 15 INT AC MINDTREK, P9, DOI DOI 10.1145/2181037.2181040