PREPARATION OF TEACHERS FOR THE IMPLEMENTATION OF GAMIFICATION IN THE EDUCATIONAL PROCESS

Keywords: gamification, motivation, electronic educational resources, distance and blended learning, digital didactics

Abstract

Modern education needs innovative approaches that can increase the effectiveness of learning and student engagement. One such approach is gamification, which allows for the integration of game elements into the learning process to increase student motivation and engagement. At the same time, there is a need to research the level of teachers’ awareness of gamification and its impact on the educational process. The purpose of this article is to research the level of awareness of teachers about gamification, develop and test an author’s course for training teachers to effectively use, design and implement gamification in an educational environment. The research used methods: questionnaires, observations, analysis of literary sources, as well as methods of quantitative and qualitative analysis to assess the effectiveness of the introduction of gamification into the educational process. Results. The study of the level of awareness of teachers about gamification showed that the respondents are aware of the relevance of the outlined problem, are interested in receiving quality information about the possibilities of gamification, see it as an improving factor for the motivation and involvement of students in learning, especially in the conditions of mixed and distance education, but most of them have fragmented ideas about gamification as a modern educational technology are confused with the organization of didactic games, lack a systematic understanding and experience of introducing gamification into the educational process. The article proposes the organization of appropriate training for teachers within the discipline «Gamification of the educational process». The content presented, the organization of the electronic training course, monitoring the formation of competencies (cognitive, motivational, activity components) regarding the implementation of the gamified approach in education allowed us to draw conclusions that gamification contributes to increasing the motivation and involvement of learners, as well as the development of critical thinking, teamwork and other m what skills. Gamification has significant potential to improve the quality of the educational process, but requires a careful and balanced approach. Further research could focus on improving the content and methods of implementing gamification in the educational environment.

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Published
2024-10-04
Pages
56-63
Section
SECTION 3 THEORY AND METHODS OF PROFESSIONAL EDUCATION