2019
DOI: 10.32744/pse.2019.4.35
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The possibilities of applying gamification technology in the implementation of e-learning at the university

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Cited by 8 publications
(4 citation statements)
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“…Thanks to a number of computer programs, today it has become possible to create applications with the help of which students can logically and consistently build a coherent statement on a particular topic, which contributes to the speech orientation even of an online lesson in a foreign language. Interaction in the digital environment provides didactic opportunities to activate the student, making him/her the main actor in the educational process, actively interacting with other participants [21]. Among possible means of digitalization of education that have the necessary potential to solve the above stated problems, M. Chang, C. T. Chen, K. H. Wu, P. S. Yu single out programs for creating cyberquests [22].…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Thanks to a number of computer programs, today it has become possible to create applications with the help of which students can logically and consistently build a coherent statement on a particular topic, which contributes to the speech orientation even of an online lesson in a foreign language. Interaction in the digital environment provides didactic opportunities to activate the student, making him/her the main actor in the educational process, actively interacting with other participants [21]. Among possible means of digitalization of education that have the necessary potential to solve the above stated problems, M. Chang, C. T. Chen, K. H. Wu, P. S. Yu single out programs for creating cyberquests [22].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Starkov, V.V. Vikulina prove that users learning in the virtual environment begin to perceive what is happening on the screen not so much as a laborious process of obtaining information and completing tasks, tests, etc., but as a computer game [21]. The perception of the activity as a game changes the attitude towards the learning process, it is perceived as pleasant and interesting pastime.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Moreover, it is suggested to develop own mobile applications [33], implement quests and games. E. V. Karmanova, A. N. Starkov, V. V. Vikulina investigate the didactic potential of gamification in terms of increasing the effectiveness of learning and cognition using the example of electronic technology [26]. E. V. Soboleva, N. L. Karavaev, M. S. Perevozchikova describe the possibilities of digital resources of gamification and formulate ideas of a methodological approach for their application in any discipline [32].…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, it is proposed to implement quests and gaming platforms. E. V. Karmanova, A. N. Starkov, V. V. Vikulina investigate the didactic potential of gamification in terms of increasing the effectiveness of learning and cognition using the example of electronic technology [13]. E. V. Soboleva, N. L. Karavaev, M. S. Perevozchikova do not only describe the possibilities of digital gamification resources, but also formulate ideas of the methodological approach for their application in any discipline [15].…”
Section: Introductionmentioning
confidence: 99%