Introduction. In the age of rapid development of digitalization and informational support, the modern educational environment of the University opens up new technologies for interaction with the modern generation of students. The generation of children who grew up on computer games needs to modernize outdated motivational schemes. Therefore, there is a need to change traditional teaching methods and develop new tools and technologies. One of these technologies is gamification. The article presents the experience of using gamification in the educational process as a tool that increases engagement and motivation, analyzes the impact of gamification on changing the educational motivation of University students, and reveals the limitations and risks of using gamification in the educational environment. The purpose of this article is to consider the possibility of changing the educational motivation of University students through gamification technology. Methodology. The research was carried out using the author’s questionnaire, methods of diagnostics of students’ educational motivation (A. A. Rean and V. A. Yakunin, modification of N. C. Badmayeva), the test “Study of students ‘learning motivation” (T. I. Ilina’s method), and mathematical methods of analysis using the Wilcoxon T-test. Gamification technology has been tested in the educational process. Results. It is revealed that gamification has a complex effect on the main group of educational motives (creative self-realization, professional and educational-cognitive, social and communicative motives). Wilcoxon’s T-test, after gamification, is equal to T=20.57, it falls into the zone of significance (≤32) and proves that the values are not random. Conclusion. The authors proved that the use of gamification in the educational process increases the educational motivation of University students. Despite the existing risks and implementation problems, gamification is a modern technology in education that positively affects the educational motivation of University students.
|Título traducido de la contribución||GAMIFICATION AS A PEDAGOGICAL TECHNOLOGY OF ACTIVIZATION OF EDUCATIONAL MOTIVATION OF STUDENTS OF THE UNIVERSITY|
|Número de páginas||8|
|Publicación||Профессиональное образование в России и за рубежом|
|Estado||Published - 2020|
Level of Research Output
- VAK List