2021
DOI: 10.20511/pyr2021.v9nspe1.808
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Game technologies as a means of increasing the educational motivation of university students

Abstract: The study reflects the impact of gaming technology on changing student motivation. The implementation of gaming technologies in the training of students of a higher educational institution helps to increase the motivation of students to study professional disciplines, the formation of professional competence.

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Cited by 4 publications
(2 citation statements)
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“…Fulton [48] defined motivation as the process by which an individual organizes his or her work depending on the degree of satisfaction of his or her needs. It has also been defined as a set of internal motives or reasons that explain the student's behaviour, orientation, and activities in the educational process [49]. For Escobar Fandiño et al [50], it is a complex psychological process that is not easy and includes many aspects such as perception, behaviour, emotion, decision-making, and the biological aspects of the learner's personality.…”
Section: Motivation To Learnmentioning
confidence: 99%
“…Fulton [48] defined motivation as the process by which an individual organizes his or her work depending on the degree of satisfaction of his or her needs. It has also been defined as a set of internal motives or reasons that explain the student's behaviour, orientation, and activities in the educational process [49]. For Escobar Fandiño et al [50], it is a complex psychological process that is not easy and includes many aspects such as perception, behaviour, emotion, decision-making, and the biological aspects of the learner's personality.…”
Section: Motivation To Learnmentioning
confidence: 99%
“…Learning motivation as a predictor of academic achievement triggers plethora studies to investigate the factors affecting students' learning motivation. Technology integration is a factor that has roles in affecting learning motivation corresponding to a better educational quality through its roles in facilitating learning and enriching learning, for example through gaming technology implementation (Tsyganova, Zubkova, Bystrova, Kutepova, & Kutepov, 2021), Massive Online Open Course (MOOC) (Deshpande & Chukhlomin, 2017), and multimedia learning (Yasin, Anwar, & Luneto, 2021).…”
Section: Introductionmentioning
confidence: 99%