Gamification as a tool of enhancing teaching and learning effectiveness in higher education: Needs analysis
2 MIREA - Russian Technological University
Introduction. The article explores the problem of increasing student engagement in the learning process within a digital learning environment. The aim of the research is to assess the need for gamification as a tool of enhancing teaching and learning effectiveness in higher education institutions.
Materials and Methods. The study employs theoretical, empirical and statistical research methods. The authors provide an overview of theoretical and empirical research (scholarly literature, handbooks, statistical data and research reports) into gamification in education. SWOT analysis has been used in order to systematize the findings. Quantitative data on gamification in higher education have been processed using the methods of mathematical statistics.
Results. The authors conducted the analysis of theoretical, research and educational approaches to gamification. The study reveals correlations between popularity of virtual game technologies among various groups of respondents and possibilities of their implementation within the framework of higher education. High demand for implementation of gamification in higher education has been found. The authors evaluated future possibilities of using gamification in higher education and identified the need for interactive game-based learning environments. The study has revealed factors contributing to the rapid development of gamification in education. They include marketing factors, interconnections between games and learning, growing interest in digital technologies, learning potential of gamification, and capacity to solve complex tasks using games. The authors justify implementation of gamification in higher education.
Conclusions. The article concludes about the relevance of gamification in higher education, especially as a part of digital learning environments.
Gamification of education; Computer games; Digitalization of education; Digital environment; Virtual game technologies; Learning and teaching effectiveness.
URL WoS/RSCI: https://www.webofscience.com/wos/rsci/full-record/RSCI:43091313
Prominence Percentile SciVal: 99.383 Gamification | Game Design | Game-Based Learning
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