scholarly journals GAMIFICATION OF EDUCATIONAL PRACTICE (ON THE EXAMPLE OF THE EXPERIMENT OF A GROUP OF PARENTS ON FAMILY EDUCATION IN CHEBOKSARY)

Author(s):  
Александра Валерьевна Никитина

Рассмотрено понятие «геймификация» и его значение для сферы образования. Разведены понятия «геймификация» и «игровое обучение». Представлены направления, по которым велась трансформация систем обучения через принятие принципов геймдизайна в эксперименте группы родителей по семейному обучению в г. Чебоксары: обучение через получение опыта (учителя не дают готовых ответов, а предлагают для решения задачи и проблемы на основе комплекса дисциплин), осуществление контроля посредством древа навыков (визуально представленной разветвленной карты развития ученика, которая предполагает самостоятельный выбор направления развития тех или иных его умений и навыков), конструирование методики преподавания дисциплин с учетом жанровой специфики видеоигр (игры-действия, симуляторы, стратегии, ролевые игры, приключения, головоломки), специфический дизайн учебного класса (через соотношение приватной и публичной зон). Описаны положительные и отрицательные эффекты внедрения данных направлений: повышение мотивации, прозрачность в оценивании задач, стремление к развитию, точечное решение проблем ребенка, связанных с его коммуникативными и познавательными навыками; возникновение внутренних конфликтов, связанных с получением знания через опыт, постоянное внимание со стороны учителя, тьютора и психолога. The article considers the concept of gamification and its significance for the sphere of education; differentiates the concepts of gamification and game learning; provides the areas of transformation of training systems through teaching the principles of game design in a family learning group in Cheboksary: learning through experience (teachers do not give answers, but offer some tasks and problems through a set of disciplines), control through the skill tree (a skill tree is a visual branched map of the student’s development, which assumes an independent choice of the area of development of his skills and abilities), the design of disciplines, taking into account the genre of video games (games, simulations, strategies, role-playing games, adventures, puzzles), the specific design of the classroom (through the ratio of private and public zones). The article also describes positive and negative effects of the introduction of these orientations: increased motivation, transparency in the assessment of tasks, the desire for development, the point solution of the child’s problems associated with his communication and cognitive skills; the emergence of internal interactions associated with the acquisition of knowledge through experience, constant attention from the teacher, tutor and psychologist.

2017 ◽  
Author(s):  
Arab World English Journal ◽  
Shafi S. Alqahtani

This study provides findings about Saudi English as a foreign language (EFL)students' attitudes towards communicating in English via one of the most widely used virtual platforms in Saudi Arabia; the massively multiplayer online role playing games (MMORPGs) that can offer English as the medium of communication. According to official statistics (The Saudi Economic Newspaper; Alaiqtisadiah), almost every Saudi family owns an average of one set of PlayStation or X-Box and nearly 3 million sets are bought every year in the Saudi market. Therefore, this study generally aimed at investigating the motives, positive and negative effects of MMORPGs as well as the level of satisfaction with the immersion experiment from the perspective of Saudi EFL students at King Saud University-College of Languages & Translation (KSU-COLT). The study attempts to answer two questions. First, what are the COLT-KSU students' motives to immerse in MMORPGs as well as the positive and negative effects of being immersed in these virtual platforms? Second, what are the satisfaction levels of COLT-KSU students with MMORPGs after immersion? The findings these of the interviews showed various factors that drive the Saudi EFL Colt-KSU students to immerse in the MMORPGs. The finding also revealed varied opinions and attitudes of the participants; their views combine positive, and at the same time, negative effects about their immersion experiences in these platforms. However, the degree of their overall satisfaction with MMORPGs as a tool to learn EFL was high throughout the four weeks of the immersion experience.


Author(s):  
Anna V. Fastivets

Under conditions of considerable degradation of health of the nation, the problems of professional training of future physical therapy specialists at higher educational institutions become more topical. Therefore, the problem of developing the special educational conditions of training of future physical therapy specialists for the use of healthpreserving technologies does not lose its relevance. The purpose of the study is to analyse the key educational conditions of training of future physical therapy specialists for the use of health-preserving technologies. To meet the specified purpose the author used a complex of research methods, in particular, theoretical methods: analysis and synthesis of scientific and methodical literature, methodological documents; generalisation of the results of scientific research; synthesis of scientific theories, approaches and conceptions. Considering the current state of training of future physical therapists for the use of health technologies, it is established that the development of appropriate pedagogical conditions is promising. Among the latter, the author identified the following: stimulating interest in the study of health technologies by conducting tours and organising communication with well-known instructors during the educational process; development of the cognitive basis for the use of health technologies during interactive lectures, work in microgroups, solving situational problems, building schemes, individual, and group health programmes; practical use of available theoretical knowledge in the process of classroom (role-playing games, mutual learning with further analysis of video materials) and quasiprofessional (introduction of health technologies in educational practice) activities; introduction of an appropriate system for assessing the quality of training of future physical therapists for the use of health technologies in the educational process


2011 ◽  
Vol 2011 ◽  
pp. 1-9
Author(s):  
Fang You ◽  
Jianping Liu ◽  
Xinjian Guan ◽  
Jianmin Wang ◽  
Zibin Zheng ◽  
...  

Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model). From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model), our proposed player taxonomy model can achieve good results: classification is more stable.


Author(s):  
Mark J.W. Lee ◽  
Ken Eustace ◽  
Geoff Fellows ◽  
Allan Bytheway ◽  
Leah Irving

<span>This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western Australia were involved in a pilot study as "proof of concept", in which they participated in both game design and game play within a MOO based collaborative virtual environment with a medieval castle theme.</span>


Author(s):  
Sonja Utz ◽  
Kai J. Jonas ◽  
Ellen Tonkens

Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that the field would benefit from using concepts that are well-established in other domains. Extending earlier work to the interpersonal domain, we examined the effects of obsessive and harmonious passion for massively multiplayer online role-playing games (MMORPGs) on the number and quality of online and offline friendships. Obsessive passion describes an irrepressible urge to engage in an activity, whereas harmonious passion describes the voluntary engagement in an activity. In an online survey of 406 MMORPG players, we found differential relationships between obsessive and harmonious passion and the number and quality of online and offline friendships. The results confirmed the usefulness of the dualistic model of passion for consequences of online gaming.


2015 ◽  
Vol 7 (2) ◽  
pp. 15-31
Author(s):  
Li-Chun Huang ◽  
Chia-Ping Yu

Based on self-monitoring theory, this study integrates the constructs of group climate, game design, leadership self-efficacy, and leadership experiences to investigate leadership behavior in MMORPGs. The authors adopted questionnaires (138 samples) as a means to observe leadership behaviors in MMORPGs. The research results show that group climate, game design and leadership self-efficacy have a positive influence on leadership. From a theoretical viewpoint, the authors' studies confirm that leaders adjust and control their behavior according to what kind of group climate they perceive, how confidently they act as leaders and what functions are provided by the online game system. A practical implication of this study is that MMORPGs provide an opportunity for players to effectively and quickly learn leadership skills. The authors suggest that leaders who are lacking in social skills initiate social interactions with others on MMORPGs; this can help them develop leadership self-efficacy or manage their team through effective game designs.


2018 ◽  
Vol 8 (4) ◽  
pp. 1
Author(s):  
Min Lun Wu

Digital game-based learning (DGBL) has gained traction on various educational levels in recent years as educators continue to seek best practices and researchers keep conducting studies to investigate the affordances and constraints of such technology-mediated instruction. This paper discusses the intersections between the historical development of educational digital games and contemporary theories of learning. Resultant from the review, a typology of educational digital games consisting of four genres -- edutainment and educational game applications, serious games, commercial off the shelf and massive multiplayer online role-playing games, and educational game design tools--is devised to help teachers interested in digital games better understand the pedagogical processes and cope with challenges involved in implementing DGBL. The paper concludes with the importance that the implementation of different genres of educational digital games in instruction entails teachers’ usage of different pedagogical strategies in accordance with the chosen game genre and opportunities to teach subject area content.


2015 ◽  
Vol 24 (2) ◽  
pp. 600-608 ◽  
Author(s):  
Amanda Nathale Soares ◽  
Maria Flávia Gazzinelli ◽  
Vânia de Souza ◽  
Lucas Henrique Lobato Araújo

This is an experience report on the creation of a Role Playing Game used as a pedagogical strategy for promoting the development of autonomy and critical-reflexive thinking among undergraduate students of Nursing during their training. The game's creation took place in the School of Nursing of the Federal University of Minas Gerais, between November 2011 - March 2012, involving four stages: definition of the game design; creation of the game's prototype; and evaluation of the game's dynamic by players of Role Playing Games; and preparation of the 'masters'. The game was created with the aim of providing the students of the Nursing Course with metaphorical experience of problem-situations corresponding to the main scenarios of professional activity. It is believed that the game prepared constitutes a pedagogical strategy in which the students engage and become involved in their process of thinking, of elaborating new meanings, of knowing and of acting.


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