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dc.contributor.authorKonstantynova, Tetiana-
dc.contributor.authorDundiuk, Vira-
dc.contributor.authorHurievska, Oleksandra-
dc.contributor.authorZhulkanych, Borys-
dc.contributor.authorЖулканич, Борис Михайлович-
dc.contributor.authorShevchuk, Oleksandra-
dc.date.accessioned2024-07-18T09:29:10Z-
dc.date.available2024-07-18T09:29:10Z-
dc.date.issued2024-
dc.identifier.citationKonstantynova, T; Dundiuk, V; Zhulkanych, B. (...); Shevchuk, O. Gamification of the educational process in distance education. Apr-jun 2024. EDUWEB-REVISTA DE TECNOLOGIA DE INFORMACION Y COMUNICACION EN EDUCACION. V. 18 (2) , pp.167-182.uk
dc.identifier.issn1856-7576-
dc.identifier.urihttps://dspace.uzhnu.edu.ua/jspui/handle/lib/63696-
dc.descriptionDOI: https://doi.org/10.46502/issn.1856-7576/2024.18.02.12uk
dc.description.abstractThe aim is to study and analyse the potential and efficiency of gamification in the educational process, in particular within the context of distance education. During the course of the study, the testing method, the method of expert evaluation, and the method of determination of the efficiency of the influence of gamification on educational process efficiency were used. Statistical methods such as standard deviation and a chi-squared test were used for processing the received results. Test reliability was verified using Cronbach's alpha. The results demonstrate that gamification improves educational material mastering, develops creative skills, and enhances the quality of joint work in a virtual environment. Students get more motivated to participate in the educational process due to gamification. The average number of correctly solved tasks for the experimental and control groups was determined to evaluate study results in quantity. Thus, experiment results showed that students of the experimental group correctly performed final tests for 2,66 tasks more than those of the control group, and in general, students of the experimental group correctly performed 1,76 tasks. In distance education,gamification becomes a perspective and effectve approach, oriented towards the enhancement of the academic achievements and motivation of students.uk
dc.language.isoenuk
dc.subjecteducational technologiesuk
dc.subjectgaming technologiesuk
dc.subjecthigher educationuk
dc.subjectinnovationsuk
dc.subjectmotivationuk
dc.titleGamification of the educational process in distance educationuk
dc.typeTextuk
dc.pubTypeСтаттяuk
Розташовується у зібраннях:Наукові публікації кафедри фізичної географії та раціонального природокористування

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