Abstract

The article analyzes the prospects and risks of introducing gamification in modern education. The interdisciplinary nature of gamification is emphasized, which makes it possible to consider it as a business technology, a management tool, and a pedagogical technology. The relevance of the introduction of gamification in the educational process of organizations of various types is substantiated. The authors consider gamification as a technology of using game techniques in non-game situations in the educational process. The possibilities of gamification as an innovative pedagogical technology in the digital educational environment are analyzed. Digital services, educational platforms and software tools based on the use of gamification technology are described. Gamification in the digital educational environment is considered as a tool to increase educational motivation and the quality of education. The psychological and pedagogical aspects of the use of gamification in the educational process, its difficulties and risks are analyzed. The necessity of taking into account the psychological and pedagogical laws of this process is emphasized. Among the possible reasons for failures in the implementation of gamification, the authors name: the lack of a systematic approach to the introduction of gamification, ignoring the characteristics of the team and players, the unprofessionalism of the teacher or the pedagogical community. Taking into account the results of the analysis of possible risk factors, ways to overcome difficulties in introducing gamification into the educational process are proposed.

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