The article is devoted to the analysis of the concept of "gamification of education". The study aimed to determine the features of gamification in education and analysis of innovative forms of teaching and development of the educational process in the field of culture and art. Research methods: among the theoretical -analysis, synthesis and systematization and generalization of scientific and scientific-methodical literature to clarify the state of study of the research problem and specify the concepts on whichthe process is based; among the empirical -questionnaires of participants in the educational process in order to understand the place of the method of "gamification" in the educational process of higher education institutions. The results of the study highlight the features of the phenomenon of "gamification" and its possibilities in the organization of the educational process during the training of future professionals, in particular in the field of culture and art; there are three types of gamification that are used in education (light, deep and combined); the fundamental components of the method (elements, mechanisms, dynamics, game characters)
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.