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Gamification of Applied Technical Disciplines

https://doi.org/10.25205/1818-7900-2021-19-3-17-25

Abstract

Three forms of interaction between teacher and students, which have become widespread, are described. The main purpose of the work is to study the fundamental differences between games and gamification in order to identify and modify the most effective methods for introducing active learning elements in the educational process. After decomposition of games and gamification, the following features of activities were revealed. Already at this stage, differences are noticeable between the goals of games where you need to win, and gamification – to learn. It is shown that the selection of optimal game mechanics, to improve the learning process, was carried out according to subjective criteria, and the result according to objective – academic performance, aimed at students of technical specialties. Thus, repeated studies for groups of other specialties can give different, but no less interesting situations. It was found that the use of game scenarios during a laboratory practice objectively increases academic performance, thereby increasing the formation of skills and abilities of professional competencies.

About the Authors

I. A. Belous
Vladivostok State University of Economic and Service
Russian Federation

 Igor A. Belous, Candidate of Sciences (Physics and Mathematics), Associate Professor 

Vladivostok 



M. V. Klyukman
Vladivostok State University of Economic and Service
Russian Federation

  Mikhail V. Klyukman, 3rd year student 

Vladivostok 



M. V. Kovyrnev
Vladivostok State University of Economic and Service
Russian Federation

 Mikhail V. Kovyrnev, 3rd year student 

Vladivostok 



I. A. Piatkova
Vladivostok State University of Economic and Service
Russian Federation

  Irina A. Piatkova, 3rd year student 

Vladivostok 



D. G. Soroka
Vladivostok State University of Economic and Service
Russian Federation

 Dmitriy G. Soroka, 3rd year student 

Vladivostok 



References

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2. Olesova M. M., Afanasyeva S. R. Active and interactive forms of education in higher education. In: III Lomonosov readings. Topical issues of fundamental and applied research. Collection of articles of the International Scientific and Practical Conference. Petrozavodsk, New Science, 2019, pp. 16–24. (in Russ.)

3. Levchenkova T. V., Cherenkova I. A. Active methods as a means of providing an interactive form of education in higher education. In: Informatization of Higher education: current situation and development prospects: Materials of the III International scientific conference. Prague, Sociosféra-CZ, 2017, pp. 17–21. (in Russ.)

4. Mazelis A. L. Gamification in e-learning. In: Quality of vocational training through a dialogue between the higher education system and the professional environment. Vladivostok, VSUES, 2013, 124 p. (in Russ.)

5. Belous I. A., Chupalov A. Ya. Comparative analysis of modern distance learning systems. Bulletin of the Moscow City Pedagogical University. Series: Informatics and informatization of education, 2019, no. 3, pp. 85–95. (in Russ.)


Review

For citations:


Belous I.A., Klyukman M.V., Kovyrnev M.V., Piatkova I.A., Soroka D.G. Gamification of Applied Technical Disciplines. Vestnik NSU. Series: Information Technologies. 2021;19(3):17-25. (In Russ.) https://doi.org/10.25205/1818-7900-2021-19-3-17-25

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ISSN 1818-7900 (Print)
ISSN 2410-0420 (Online)