Please use this identifier to cite or link to this item: https://dspace.uzhnu.edu.ua/jspui/handle/lib/57439
Full metadata record
DC FieldValueLanguage
dc.contributor.authorVolkotrubova, Albina-
dc.contributor.authorTymoshchuk, Olha-
dc.contributor.authorStruk, Oksana-
dc.contributor.authorShevchenko, Valentyna-
dc.contributor.authorBoiaryshcheva, Tetiana-
dc.contributor.authorБоярищева, Тетяна Валеріївна-
dc.date.accessioned2024-01-11T13:43:06Z-
dc.date.available2024-01-11T13:43:06Z-
dc.date.issued2023-
dc.identifier.citationVolkotrubova A. Learning gamification tools for the development of students’ cognitive independence / A. Volkotrubova, О. Tymoshchuk, , T. Boiaryshcheva // Revista EDaPECI -Educação a Distância e Práticas Educativas Comunicacionais e Interculturais. — 2023. — V. 23. N. 2. — P. 48-60.-
dc.identifier.issn2176-171X-
dc.identifier.urihttps://dspace.uzhnu.edu.ua/jspui/handle/lib/57439-
dc.description.abstractThe article’s aim is an analysis of the impact of learning gamification tools in higher education institutions on students’ cognitive independence. The study involved the method of expert evaluations, the method of classification of measuring scales, and the method of systematic control and self-control. The survey method and the method of analysing academic performance were also used. The Cronbach’s alpha reliability coefficient was used to check the reliability of the methods. This was followed by comparison of the results of both groups using the Cramer-Welch and χ² tests. Comparing the calculated empirical values of Emp criterion with the critical value of 0.05 = 1.96 at the significance level of 0.05 shows that Temp ≥ Tcr for compared groups. The empirical values of the Emp2 criterion calculated for the control and experimental groups after the experiment can be compared with the critical value of 0.052 = 5.99 at the significance level of 0.05. The results of the study gave grounds to state that learning gamification is effective for the development of students cognitive independence. This is due to the achievement of a high degree of student involvement in the educational process.uk
dc.language.isoenuk
dc.subjectEducational environmentuk
dc.subjectEducational processuk
dc.subjectGame technologiesuk
dc.subjectInnovative didacticsuk
dc.subjectHigher educationuk
dc.subjectAmbiente educacionaluk
dc.subjectDidática inovadorauk
dc.subjectEnsino superioruk
dc.subjectProcesso educacionaluk
dc.subjectTecnologias de jogouk
dc.titleLearning gamification tools for the development of students’ cognitive independenceuk
dc.title.alternativeHerramientas de ludifi cación del aprendizaje para el desarrollo de la independencia cognitiva de los estudiantesuk
dc.typeTextuk
dc.pubTypeСтаттяuk
Appears in Collections:Наукові публікації кафедри теорії ймовірностей і математичного аналізу

Files in This Item:
File Description SizeFormat 
Learning gamifi caƟ on.pdf544.07 kBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.