Abstract

Based on the conducted content analysis of the definition of gamification in educational and non-educational contexts the author defines gamification. The main components of gamification are highlighted and described; they are game mechanics; game dynamics; game aesthetics, social interaction, and game elements. The principles of the implementation of gamification into the educational, organizational and management processes of an educational institution are articulated: the principle of instant feedback; the principle of convergence with interactive technologies; the principle of the fun component importance; the principle of versatility of interactive information users environment; the principle of versatility of the form; the principle of interaction; the principle of the social component importance; the principle of visualization; the principle of the narrative component importance; the principle of content segmentation and gradual complexity of tasks. The features of gamification implementation into the educational sphere are also highlighted, which are important to take into account both in the educational and management aspects. Eventually, the common substantive characteristics of gamification and interactive technologies which are used within the educational sphere have been identified; they are: changing the perception of evaluation procedures used in the learning process; simultaneous consideration of the needs of different education subjects; assistance in developing the reflective and self-evaluative skills of students; boosting the level of motivation of education subjects within the conducting either educational or professional activity, etc.

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