Usage of Gamification Method in the Learning Process of Higher Education
Author`s Contribution:
- V. N. Karazin Kharkiv National University, Ukraine
Background and aim of study:
The modern stage of social advancement is
characterized by the active development of computer
technologies, emergence of new ways how to transmit
information, and development of gadgets to make
human life easier. The usage of computers and
smartphones has become an integral part of our lives.
Every day modern youth uses the Internet for various
purposes: from setting clear educational goals to
having fun or rest. Sometimes activities of entertaining
nature take up most of youth’s time; such activities also
distract attention, divert from solving basic problems,
and reduce the level of educational activity and
motivation to study major subjects. As a rule, the
immersion in the study of specific subjects in the
educational process is associated with lectures,
workshops or tutorials. In addition, a significant role is
assigned to the organization of such extracurricular
activities as academic competitions, scientific
tournaments, round tables, conferences, and various
competitions.
The aim of the study is to highlight the possibilities of
the usage of gamification method when teaching
students, as this method increases the level of
motivation and interest in studying humanitarian
subjects.
Research methods:
In the course of work, we used the method of
generalization and analysis of literature on the research
topic, on the basis of which we worked out questions in
order to conduct a survey among the participants of
game interaction; the method of survey data analysis
was also used in order to determine the effectiveness
and efficiency of gamification.
Results:
In order to solve the set problem, we used a light
version of gamification, which was a certain “portion”
of game elements in the process of mastering the
course content on humanitarian subjects: points,
ratings, medals, competitive moments, creative
contests, etc.
To confirm or deny the effectiveness of this method,
we have chosen the popular Classcraft gaming platform
(https://www.classcraft.com/ru/), which belongs to the
field of educational design. This service is a kind of
live action game where a grade-rating system is used.
Games created on the basis of this platform envisage a
common subject and methods of joint activity of
students, their communication, the hierarchy of in-
game motives, and the imitation of real processes. This service involves the usage of the game space in the real
time, not completely taking students to virtual reality.
The platform helps create the necessary plot and game
characters of the students. By means of this service, we
have created a game quest called “Adventurers”. The
quest was aimed at teamwork of all participants. Its
main function was to familiarize all players with the
most popular myths and legends of the world, using
additional services for creating tasks and checking the
digestion of material (LearningApps, WordWall,
GoogleForms, Jigsawplanet, and Padlet). For the
experiment, we selected a group of people of different
ages and areas of activity to test the comprehensibility
of using elements of gamification and Internet
technologies for different segments of the population.
In total, 47 players took part in the poll, including
teachers and students of V. N. Karazin Kharkiv
National University, as well as schoolchildren. Having
finished the game action, we carried out a statistical
analysis of the experimental results based on a survey
that was created in the Google Forms application. The
questions reflected the direct design and content of the
quest. Some of them were aimed at researching the
effectiveness of this platform and at the analyses of the
gamification results. Based on the generalization of the
obtained data, it is definite that the majority of
respondents recognize this method of studying as
effective, interesting and easy to understand.
Conclusion:
Taking into considerations the above-mentioned facts,
we can conclude that the introduction of elements of
gamification can improve the educational process and
increase the level of students’ motivation to study the
humanities due to the presentation of information in a
creative form. The usage of gamification method is an
effective tool for events that take place outside the
school, since such elements as points and leaderboards
can control the points that players get in the process of
participating
in
academic
competitions
and
tournaments. The effect of the gamification method is
the implementation of fast and effective feedback
between participants and organizers of game
interaction. The use of gamification means practical
application of the knowledge of participants, which
shows their real potential in this field of knowledge and
increases the accuracy of the assessment of each
participant in the educational process.
DOI and UDC:
UDC: 378.147:37.032
DOI: 10.26697/ijes.2020.4.17
Information about the authors:
Zhukova Оksana Anatoljevna – Doctor of
Pedagogical Sciences, Associate Professor, Head of
Pedagogy Department; V. N. Karazin Kharkiv National
University, Kharkiv, Ukraine.
Research interests: the didactics of higher education,
pedagogical technologies, educational process, soft
skills; https://orcid.org/0000-0001-9724-9598
Stoianova Veronika Sergeevna – V. N. Karazin
Kharkiv National University, Kharkiv, Ukraine.
Research interests: modern education, digitalization of
education; https://orcid.org/0000-0002-5492-8395
Semenenko Olha Vladimirovna – V. N. Karazin
Kharkiv National University, Kharkiv, Ukraine.
Research interests: modern education, digitalization of
education; https://orcid.org/0000-0001-7575-0429