Digital tools for gamification of the educational process of junior school students in conditions of distance learning

Authors

DOI:

https://doi.org/10.28925/2312-5829.2024.2.3

Keywords:

цифрові інструменти, гейміфікація, мотивація, молодші школярі, освітній процес, початкова школа

Abstract

The article examines the role of digital gamification tools in the educational process of junior high school students in the conditions of forced distance learning. The main online platforms and digital learning tools used during forced distance learning are highlighted, in particular: online learning platforms (Storyboard, Ed Puzzle, Edugames), mobile digital applications (MinecraftEdu, BookWidgets). The concept of gamification is defined as a powerful tool for engaging and motivating primary students, which refers to the process of adding game elements or mechanics to the learning process, which promotes the development of various cognitive skills, such as spatial imagination, imagination, reaction and mental abilities, which is of particular importance in children of primary school age. Gamification turns out to be an important strategy in distance learning, as it is aimed at engaging students in learning tasks.

It was considered that one of the key advantages of using digital gamification tools is the possibility of increased individualization of training. This allows you to adapt the tasks to the level of development of each student, providing a personalized approach. Also, graphic and visual elements of gamification make learning more exciting and understandable for children, creating a positive attitude towards learning. Digital tools facilitate interaction and social support between students, even at a distance. They can include online team tasks that develop skills in collaboration and information sharing. In the absence of face-to-face contact, teachers can use digital gamification tools to effectively monitor student progress and provide quick feedback. This allows to identify and solve the learning difficulties of students.

The main requirements to ensure the implementation of the idea of introducing gamification into the educational process of elementary school include giving students the opportunity to learn from their mistakes and try to cope with the task again in case of failure, providing students with a mobile environment for independent learning, providing constant and instant feedback with each other and with the teacher, create interactive tasks or quests instead of homework. In general, we note that digital gamification tools are a necessary advantage in the conditions of forced distance learning to create a stimulating and effective environment that contributes to the learning and development of junior  schoolchildren.

Downloads

Download data is not yet available.

References

Dʹomina, I. (2018). Yak navchannya na osnovi ihor rozvyvaye navychky 21-ho stolittya. https://nus.org.ua/view/yak-navchannya-na-osnovi-igor-rozvyva-navychky-21-go-stolittya/ ) (ukr).

Nalyvayko, O. O. (2017). Vyznachennya ponyattya «Lifelong learning» u svitoviy pedahohichniy dumtsi. Naukovi zapysky kafedry pedahohiky, (41), 152-160. https://periodicals.karazin.ua/pedagogy/article/view/9983 (ukr).

Zakon Ukrayiny «Pro osvitu» (2017). Zakon Ukrayiny vid 5 veresnya 2017 r. № 2145-VIII. https://zakon.rada.gov.ua/laws/show/2145-19#Text (ukr).

Derzhavnyy standart (2019). Derzhavnyy standart pochatkovoyi osvity. https://zakon.rada.gov.ua/laws/show/688-2019-%D0%BF#Text.

British Council Video games are good for you! https://learnenglishteens.britishcouncil.org/ar/skills/reading/b2-reading/video-games-are-good-you

Cloke H. The history of gamification (from the very beginning to now). https://www.growthengineering.co.uk/history-of-gamification/

Dichev C. & Dicheva D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International journal of educational technology in higher education. 2017. 14(1). P. 1-36. https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239-017-0042-5

Granic I., Lobel A., Engels R. C. M. E. The Benefits of Playing Video Games. American Psychological Association. 2013. 69(1). 66-78. https://doi.org/10.1037/a0034857 URL: https://psycnet.apa.org/doiLanding?doi=10.1037%2Fa0034857

Griffiths, M. D. The educational benefits of videogames. Education and health. 2002. 20(3). P. 47-51.

Gudoniene D. & Rutkauskiene D. Virtual and augmented reality in education. Baltic Journal of Modern Computing. 2019. 7(2). P. 293-300.

Haiken M. 5 Ways to Gamify Your Classroom. https://iste.org/blog/5-ways-to-gamify-your-classroom

Hense J., & Mandl H. Learning in or with games? Quality criteria for digital learning games from the perspectives of learning, emotion, and motivation theory. 2014. (pp. 181-193). Springer International Publishing. 10.1007/978-3-319-02264-2_12. URL: https://link.springer.com/chapter/10.1007/978-3-319-02264-2_12

Kapp K. M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. 2012. John Wiley & Sons.

Ke Fengfeng. A Case Study of Computer Gaming for Math: Engaged learning from Gameplay? Computers & education. 2008. 51(4). P. 1609-1620. https://eric.ed.gov/?id=EJ807623

Kebritchi M. & Hirumi A. C. Examining the Pedagogical Foundations of Modern Educational Computer Games. Computers & Education. 2008. 51(4). P. 1729–1743. doi:10.1016/j.compedu.2008.05.004. URL: https://www.researchgate.net/publication/223015339_Examining_the_pedagogical_foundations_of_modern_educational_computer_games

Kreydun N., Nalyvaiko O., Ivanenko L., Zotova L. ., Nevoienna O., Iavorovska L., Kharchenko A., & Sevostianov P. The Quality of Education in the Conditions of Forced Distance Learning Caused by COVID-19. Revista Romaneasca Pentru Educatie Multidimensionala. 2022. 14(4). P. 423-448. https://doi.org/10.18662/rrem/14.4/649 URL: https://lumenpublishing.com/journals/index.php/rrem/article/view/5086

Kvartalnyi N. Gamification in Education: Examples & Software for Education. https://inoxoft.com/blog/gamification-and-simulation-in-education-and-corporate-learning/

McGonigal J. Reality is broken: Why games make us better and how they can change the world. 2011. Penguin Press. https://psycnet.apa.org/record/2011-04796-000

Nalyvaiko O., Vakulenko A., & Zemlin U. Features of forced quarantine distance learning. Scientific Notes of the Pedagogical Department. 2020. (47). P. 78-87. DOI: https://doi.org/10.26565/2074-8167-2020-47-09 URL: https://periodicals.karazin.ua/pedagogy/article/view/16589

Nykon Y. Delivery Director, Education PracticVirtual Reality in Education: Changing the Way We Learn and Teach. https://intellias.com/virtual-reality-in-education/

Piaget J. The relation of affectivity to intelligence in the mental development of the child. Bulletin of the Menninger clinic. 1962. 26(3). P. 129.

Plass J. L., Homer B. D., & Kinzer C. K. Playful learning: An integrated design framework. White paper. 2014. Report number: 02/2014Affiliation: Games for Learning Institute. https://www.academia.edu/21879101/Foundations_of_Game_Based_Learning

Suriano J. Office Arcade. 2017. Lioncrest Publishing (June 2, 2017).‎ 158 pages. ISBN-13: 978-1619616059

Terrill B. My coverage of lobby of the social gaming summit. 2008. Bret on social games. http://www.bretterrill.com/2008/06/my-coverage-oflobby-of- social-gaming.html

Tokarieva A.V., Volkova N.P., Harkusha I.V. and Soloviev V.N. Educational digital games: models and implementation. Educational dimension. 2019. 53(1). P.5–26. DOI: https://doi.org/10.31812/educdim.v53i1.3872 URL: https://acnsci.org/journal/index.php/ed/article/view/449

Wahl H. Gamification in Elementary Education: What Is It, Benefits, And How To Use It. https://www.kodable.com/learn/gamification-in-elementary-education-what-is-it-benefits-and-how-to-use-it

Williams S. Our 2020 Global Learner Survey: Rewriting the future of education. https://blog.pearsoninternationalschools.com/our-2020-global-learner-survey-rewriting-the-future-of-education/

Wu W. H., Chiou W. B., Kao H. Y., Hu C. H. A., & Huang S. H. Re-exploring game-assisted learning research: The perspective of learning theoretical bases. Computers & Education. 2012. 59(4). P. 1153-1161. https://doi.org/10.1016/j.compedu.2012.05.003 URL: https://eric.ed.gov/?id=EJ986119

Zichermann G., Cunningham Chr. (2011). Introduction. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, California: O’Reilly Media. https://books.google.com.ua/books?id=Hw9X1miVMMwC&printsec=frontcover&hl=uk&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false

Published

2024-06-28

How to Cite

[1]
V. Pobryzghaieva and O. Nalyvaiko, “Digital tools for gamification of the educational process of junior school students in conditions of distance learning”, OD, vol. 45, no. 2, Jun. 2024.

Issue

Section

Digitalization of Education