2022
DOI: 10.1177/10468781221075965
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Modern Technologies and Gamification in Historical Education

Abstract: Background The study aims to consider the prospect possibilities of gamification in historical education and its influence on the development of key professional competencies of workers necessary in current condition of humanitarian sphere development. Methods An experimental study theoretically substantiates the prospects for the gamification of education on the example of history education, in which 40 students from the Рeoples’ Friendship University of Russia and Sechenov First Moscow State Medical Universi… Show more

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Cited by 26 publications
(14 citation statements)
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References 37 publications
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“…Within educational contexts, gamification promotes friendly competition, rewards effort, motivates and engages students using game elements, which they are already familiar with [7]. Therefore, gamification has already been implemented and evaluated within several educational subjects, such as science, technology, engineering, art and mathematics (STEAM) [106,107], language learning [108,109], medical and healthcare education [110][111][112], anatomy [113], sports and physical education [114,115], geometry [116], chemistry [117,118], physics [119], mathematics [120,121], astronomy [122], geography [123], environmental science [124,125], natural science [126], history and cultural heritage education [127,128], music [129], and vocational education [130].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…Within educational contexts, gamification promotes friendly competition, rewards effort, motivates and engages students using game elements, which they are already familiar with [7]. Therefore, gamification has already been implemented and evaluated within several educational subjects, such as science, technology, engineering, art and mathematics (STEAM) [106,107], language learning [108,109], medical and healthcare education [110][111][112], anatomy [113], sports and physical education [114,115], geometry [116], chemistry [117,118], physics [119], mathematics [120,121], astronomy [122], geography [123], environmental science [124,125], natural science [126], history and cultural heritage education [127,128], music [129], and vocational education [130].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…In addition, the increasing share of communication in social networks contributes to the blurring of interethnic boundaries. The problem of intercultural competence and sensitivity is considered by most researchers in the context of postcolonial societies, which raises questions of interaction between indigenous and dominant ethnic groups, self-esteem and self-identification of their representatives (Azada-Palacios, 2021; Moseikina et al, 2022; Mu & Pang, 2021; Wei & Enslin, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…Además, el peso creciente de la comunicación en las redes sociales contribuye a desdibujar las fronteras interétnicas. La mayoría de los investigadores abordan el problema de la competencia y la sensibilidad intercultural en el contexto de las sociedades poscoloniales, que plantean cuestiones como la interacción entre las etnias indígenas y las dominantes, su autoestima y la autoidentificación de sus representantes (Azada-Palacios, 2021; Moseikina et al, 2022; Mu & Pang, 2021; Wei & Enslin, 2021).…”
Section: Discussionunclassified
“…Gamified experiential learning approaches offer a framework for developing strategies that engage and excite students (Isabelle, 2020) particularly when used in conjunction with technological advances that open creative avenues for engaging students (Moseikina et al, 2022). We focus on one-the Student Response System (SRS; Liu et al, 2019) as a proof of concept for the gamified use of these experiential technologies.…”
Section: A Gamified Experiential Learning Intervention For Engaging S...mentioning
confidence: 99%