CONCEPTUAL AND CATEGORICAL APPARATUS OF GAMIFICATION APPLICATION IN THE EDUCATIONAL PROCESS

Authors

DOI:

https://doi.org/10.32782/2415-3605.24.1.5

Keywords:

application of gamification in the educational process, game components, game mechanics, game dynamics, non-game context of educational content, typology of participants in the gamified educational process.

Abstract

The introduction of gamification in higher education institutions has been becoming increasingly widespread since the beginning of the twenty-first century, due to a number of relevant reasons, including: the change of traditional textual culture to digital, the emergence of alternative digital learning tools, changes in the ways of assessing educational outcomes, the spread of new educational ethics and aesthetics, etc. Systematizing, generalizing, and organizing the modern conceptual and categorical apparatus of gamification in the educational process is the purpose of the study, the results of which are presented in the article. Among the theoretical methods used in the study, the priority was given to the system-analytical method of studying philosophical, psychological and pedagogical sources. As an additional method, the method of scientific modeling was used to illustrate the ordering of the main categories and to create a structural and functional model of future physical education teachers' readiness to use gamification. As a result of the study, the basic definition is the recently accepted understanding of gamification as the use of game elements and game mechanics in a non-game context. Gamification in education is defined as the introduction of game design elements and game experience into the learning process. The use of gamification in the educational process is proposed to be understood as the creation of a common game environment for the implementation of the educational process, which results in the effectiveness of achieving educational goals by increasing motivation to the content of educational activities. Based on the analysis of publications by Ukrainian researchers, the article reveals general and specific issues of gamification in education, distinguishes between the understanding of the concept of gamification in broad and narrow meanings, names the actual areas of gamification of education: development and implementation of educational games and application of game techniques and mechanics for educational purposes, proves that «gaming» and «gamification» are interchangeable verbal expressions of the concept that have definitions of the same content. The difference between gamification and game is determined by analyzing the works of foreign scholars, where these concepts are distinguished: through the construction of antinomies “game – fun”, “whole – parts”; through the space of game concepts along the vertical axis “goal – entertainment”, horizontal axis “absence of gameplay – presence of gameplay”. The conceptual and categorical apparatus of gamification in the educational process is represented by a scheme that summarizes the following concepts: game components, game mechanics, game dynamics, non-game context – educational content, game aesthetics/design, typology of participants in the gamified educational process.

References

Самодумська О. Л. Синопсис гейміфікації освіти дорослих. Психолого-педагогічні аспекти навчання дорослих у системі неперервної освіти : збірник тез VІІ Міжнародної науково-практичної інтернет-конференції (16 грудня 2021 р.). Біла Церква : БІНПО ДВНЗ УМО, 2021. С. 519–523. URL: https://lib.iitta.gov.ua/734448/1/Збірник%20Міжнародна%20конференція%20ПП%20та%20М_2021.pdf (дата звернення: 25.03.2024).

Самодумська О. Л. Упорядкування термінів гейміфікації до тезауруса освіти дорослих. Актуальні питання гуманітарних наук : міжвузівський збірник наукових праць молодих вчених Дрогобицького державного педагогічного університету імені Івана Франка. Дрогобич : Видавничий дім «Гельветика», 2021. Вип. 46. Том 2. С. 153–159. DOI: 10.24919/2308-4863/46-2-25.

Сергеєва Л. Гейміфікація: ігрові механіки у мотивації персоналу. Теорія та методика управління освітою. 2014. № 2 (14). URL: http://umo.edu.ua/images/content/nashi_vydanya/metod_upr_osvit/v_15/14.pdf (дата звернення: 22.03.2024).

Ткаченко О. Гейміфікація освіти: формальний і неформальний простір. Актуальні питання гуманітарних наук : міжвузівський збірник наукових праць молодих вчених Дрогобицького державного педагогічного університету імені Івана Франка / редактори-упорядники В. Ільницький, А. Душний, І. Зимомря. Дрогобич : Посвіт, 2015. Вип. 11. С. 303–310.

Ткаченко О. Сучасні тенденції гейміфікації освітнього простору. Розвиток сучасної освіти і науки: результати, проблеми, перспективи : тези ІІІ Міжнародної науково-практичної конференції молодих вчених (26–27 березня 2015 р., м. Дрогобич). Дрогобич : Посвіт, 2015. С. 272–274.

Тріщук О., Фіголь Н., Волик Н. Гейміфікація в освітньому процесі. Технологія і техніка друкарства. 2019. № 3 (65). С. 72–79. URL: http://ttdruk.vpi.kpi.ua/issue/view/12217 (дата звернення: 22.03.2024).

Bartle R. Designing Virtual Worlds, New Riders Games. 2003.

Caponetto I., Earp J., Ott M. Gamification and education: a literature review. In 8th European Conference on Games Based Learning, Germany: ECGBL, 2014. P. 50–57. URL : https://www.researchgate.net/publication/266515512_Gamification_and_Education_a_Literature_Review (дата звернення: 22.03.2024).

Codish D., Ravid G. Detecting playfulness in educational gamification through behavior patterns. IBM Journal of Research and Development, 2015, 59 (6), 1–14. URL: https://dl.acm.org/doi/10.1147/JRD.2015.2459651 (дата звернення: 23.03.2024).

Deterding S., Kahled R., Nacke L., Dixon D. From Game Design Elements to Gamefulness: Defining Gamification. MindTrek ’11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, 2011. Р. 9–15.

Dichev C., Dicheva D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. Int J Educ Technol High Educ, 2017, 14, 9. DOI: 10.1186/s41239-017-0042-5.

Gerber H. Problems and Possibilities of Gamifying Learning: A Conceptual Review. Internet Learning Journal, 2014, 3 (2), Article 5. URL: https://www.academia.edu/10301673/Problems_and_Possibilities_in_Gamifying_Learning_A_Conceptual_Review (дата звернення: 223.03.2024).

Liberot A. Shallow gamification is the psychological effects of presenting an activity as a game. Games and Culture, 2015, 10 (3), 249–268. URL: https://doi.org/10.1177/1555412014559978 (дата звернення: 23.03.2024).

Linehan C., Kirman B., Lawson S., Chan G. Practical, appropriate, empirically-validated guidelines for designing educational games. Proceedings of the International Conference on Human Factors in Computing Systems: Vancouver, May 7–12, 2011. URL: https://www.researchgate.net/publication/221515345_Practical_appropriate_empiricallyvalidated_guidelines_for_designing_educational_games (дата звернення: 23.03.2024).

Marczewski A. What’s the difference between Gamification and Serious Games? Gamified UK. Thought on Gamification and More. URL: http://www.gamified.uk/2013/02/25/gamification-and-serious-games/ (дата звернення: 23.03.2024).

Matveev K. M. Evolutionary bases of gamification application by higher education institutions of Ukraine. «Вища освіта в Україні (1991–2023 рр.): традиції, трансформації, виклики та перспективи». Higher education in Ukraine (1991–2023): traditions, transformations, challenges, and prospects: Scientific monograph. Riga, Latvia : Baltija Publishing, 2023. Р. 155–175. DOI: 10.30525/978-9934-26-368-2-9.

Nicholson S. A RECIPE for meaningful gamification. Wood, l. & Reiners T. (Eds.). Gamification in education and business, 2015, pp. 1–20. New York : Springer. URL: https://scottnicholson.com/pubs/recipepreprint.pdf (дата звернення: 23.03.2024).

Samodumska O., Zarishniak I., Tarasenko H., Buchatska S., Budas I., Tregubenko I. Gamification in Non-Formal Adult Educational Practices. Revista Romaneasca pentru Educatie Multidimensionala, 2022, 14 (2), рр. 156–176. DOI: 10.18662/rrem/14.2/573.

Seaborn K., Fels D. I. Gamification in theory and action: review. International Journal of Human Computer Research, 2015, 74, 14–31. DOI: 10.1016/j.ijhcs.2014.09.006.

Werbach K., Hunter D. For the win: how game thinking can revolutionize your business. Philadelphia : Wharton Digital Press, 2012.

Published

2024-06-03

Issue

Section

INNOVATIVE APPROACHES IN DEVELOPMENT OF MODERN EDUCATION SYSTEMS