USING GAMIFICATION AS A WAY OF INCREASING STUDENTS MOTIVATION

Authors

  • Mariia A. Gladun University College Borys Grinchenko Kyiv University

DOI:

https://doi.org/10.28925/2414-0325.2016.2.g1419 

Keywords:

gamification, increase motivation, learning process, gaming technology

Abstract

Gamification is a learning approach that is becoming more popular and prevalent in business and education and is a viable alternative to many of the existing educational methods. The article shows the effectiveness of gamification as a new way of learning that has tremendous educational potential. The author has demonstrated that the use of tools computer games in the classroom enhances motivation, continues term of interest in solving the problem and increases the probability of achieving your goal. The author presented the resources that can be used as a gaming platform to enhance the motivation of students in primary school.

 

Downloads

Download data is not yet available.

Author Biography

Mariia A. Gladun, University College Borys Grinchenko Kyiv University

Lecturer in cyclic commission mathematical economics and management sciences

References

Burke B. (2014). Gamify: How Gamification Motivates People to do Extraordinary Things. Brookline, MA: Bibliomotion.

Clark D. (2011). Games and e-Learning. Retrieved May, 2015, from http://www.caspianlearning.co.uk/Whtp-caspian-games-1.1.pdf

Cohen K.J., Rhenman E. (1961). The Role of Management Games in Education and Research. Management Science, Vol. 7, №3, 131-166.

Corcoran E. (2010). The «Gamification» Of Education. Forbes. Retrieved May, 2013, from http://www.forbes.com.

Faria A. J. (2009). Developments in Business Gaming. A Review of the Past 40 Years. Rochester Institute of Technology, 464-487.

Fujimoto R. (2014). Designing an Educational Alternate Reality Game. Retrieved May, 2016, from http://goo.gl/7U6jix.

Huang, W. H.-Y., Soman D. (2013). Gamification Of Education. Report Series: Behavioural Economics in Action, 29.

Lee J., Hammer J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2). Retrieved May, 2016, from http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf

Sheldon L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Course Technology PTR, Florence, KY.

Barber M. (1996). The Learning Game: Arguments for an Educational Revolution. London: Victor Gollancz.

Wikipedia. (2016) Gamification. Retrieved May, 2016 from https://en.wikipedia.org/wiki/Gamification

Downloads


Abstract views: 890

Published

2016-09-06

How to Cite

Gladun, M. A. (2016). USING GAMIFICATION AS A WAY OF INCREASING STUDENTS MOTIVATION. Electronic Scientific Professional Journal “OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY”, (2), 14–19. https://doi.org/10.28925/2414-0325.2016.2.g1419 

Issue

Section

Статті