Abstract

The article describes the features of the gamification technologies used in the educational process of SMART-TNPU, based on the work experience of researchers of Ternopil Volodymyr Hnatiuk National Pedagogical University (TNPU). An analysis of the game technologies implementation in the process of learning computer science at the university and general secondary education institutions was conducted. In the conditions of martial law, the situation with gamification of education is considered, the role of gamification in the educational process is determined. Significant achievements of the teachers of the Department of Computer Science in the study of problems related to the game technologies used in classes with different age groups of pupils and students are described. The conducted research helped to identify the main playgrounds and platforms that contribute to the development of digital competences of the participants of the educational process, help them create their own game projects. Approaches to the stages of implementing gamification in the SMART-TNPU system have been analyzed. The specifics of each stage of gamification are defined, the analysis of game project creation services and their use is presented. The main types of gamification in the educational process are outlined. The examples of student game projects and tasks are provided. The spheres of positive influence of gamification technologies using a Likert scale are substantiated, and caveats regarding their mass use are indicated. Gamification is an example of the use of innovative technologies, which contributes to increasing the efficiency of the organization of the educational process and achieving high results in the training of a modern computer science teacher.

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