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Gamification as a New Format of Projects Method in Blended Learning Conditions Studying Disciplines of the Pedagogical Cycle

Oleksii Nalyvaiko (), Оksana Zhukova (), Liudmyla Ivanenko (), Yaroslava Shvedova () and Tetiana Nekrashevych ()
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Oleksii Nalyvaiko: Ph.D. in Pedagogy, Associate Professor of Pedagogy Department, V. N. Karazin Kharkiv National University, Kharkiv, Ukraine
Оksana Zhukova: D.Sc. in Pedagogy, Associate Professor, Head of Pedagogy Department, V. N. Karazin Kharkiv National University, Kharkiv, Ukraine
Liudmyla Ivanenko: Ph.D. in Pedagogy, Associate Professor, Head of Education Quality Management, V. N. Karazin Kharkiv National University, Kharkiv, Ukraine
Yaroslava Shvedova: Ph.D. in Pedagogy, Associate Professor of Pedagogy Department, V. N. Karazin Kharkiv National University, Kharkiv, Ukraine
Tetiana Nekrashevych: Ph.D. in Pedagogy, Kharkiv National Medical University, Kharkiv, Ukraine

Revista romaneasca pentru educatie multidimensionala - Journal for Multidimensional Education, 2021, vol. 13, issue 4, 17-30

Abstract: The paper discusses the main issues of organizing the learning process based on the gamification. The publication analyzes the main provisions of the application of elements of gamification in the process of teaching students. The study proposes to consider gamification as a new format of the project method in the context of blended learning in the study of disciplines of the pedagogical cycle by students of humanitarian and natural specialties. We analyzed the main didactic Classcraft platform capabilities. Developed by students within the framework of the “Pedagogy†discipline a brief structure of the “Adventurers†quest was present. The algorithm of the students' work included following steps: choosing a project theme (name of the game); composition of the game (stages); development of the game as a digital product (elements); analysis of the implementation of the game as a digital product (difficulties and prospects); analysis of the results of joint digital project activities of students, indicating positive and negative aspects. We considered the positive aspects of using digital applications and platforms to improve teacher skills. The conclusions provide consolidated proposals for the use of gamification, such as: its implementation in the educational process is aimed at the development of intellectual, social, emotional, technological segments of the personal development of students; the use of gamification has a positive impact on the development of students and teachers soft skills and helps to improve their professional skills.

Keywords: Classcraft; digital platforms; gamification; online quests; students (search for similar items in EconPapers)
JEL-codes: I2 (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:lum:rev1rl:v:13:y:2021:i:4:p:17-30

DOI: 10.18662/rrem/13.4/468

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