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

Author

Listed:
  • 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)

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.

Suggested Citation

  • Oleksii Nalyvaiko & Оksana Zhukova & Liudmyla Ivanenko & Yaroslava Shvedova & Tetiana Nekrashevych, 2021. "Gamification as a New Format of Projects Method in Blended Learning Conditions Studying Disciplines of the Pedagogical Cycle," Revista romaneasca pentru educatie multidimensionala - Journal for Multidimensional Education, Editura Lumen, Department of Economics, vol. 13(4), pages 17-30, December.
  • Handle: RePEc:lum:rev1rl:v:13:y:2021:i:4:p:17-30
    DOI: https://doi.org/10.18662/rrem/13.4/468
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    More about this item

    Keywords

    Classcraft; digital platforms; gamification; online quests; students;
    All these keywords.

    JEL classification:

    • I2 - Health, Education, and Welfare - - Education

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