Gamification of the Educational Process in Higher Education Institutions
Available Online January 2020.
- 10.2991/iceder-19.2020.24How to use a DOI?
- gaming, game, motivation for learning, educational discourse, graduate's competence model, interactive technologies, systems approach
The paper reviews the concept of “gamification” and its role in an educational discourse. In particular, the author focuses on studying a student’s competence model, focusing on those students studying philological disciplines. The key specifics of the “gamification” process are analyzed within gaming interactive technologies. The paper also analyzes application issues (points system, implementing the mission, ratings, awards, avatars, currency, resources etc.). The possible ways of gaming technology in an educational process are reviewed. In addition, the author considers the concept of gaming in the educational discourse, which also allows to specify the methods of competence integration.
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - N Lobacheva PY - 2020/01 DA - 2020/01 TI - Gamification of the Educational Process in Higher Education Institutions BT - Proceedings of the International Scientific and Practical Conference on Education, Health and Human Wellbeing (ICEDER 2019) PB - Atlantis Press SP - 112 EP - 116 SN - 2352-5398 UR - https://doi.org/10.2991/iceder-19.2020.24 DO - 10.2991/iceder-19.2020.24 ID - Lobacheva2020/01 ER -