Pavlova I.V., Potapov A.A.
GAMIFICATION AS A MEANS OF LEARNING IN PROFESSIONAL EDUCATION
UDC 377.131.14
DOI: http://doi.org/10.15350/2409-7616.2023.4.11
Pavlova I.V.1 (Kazan Russian Federation) – ipavlova@list.ru, Potapov A.A.2 (Kazan Russian Federation) – aapot@ya.ru
1Kazan National Research Technological University
2Kazan State Power Engineering University
Abstract. Ensuring the technological sovereignty of the Russian Federation requires the presence of modern specialists with competencies that allow them to effectively solve production problems of various types. In modern production activities, a specialist often has to deal with tasks characterized by a high degree of uncertainty and risk, as well as with limited or redundant data. Therefore, the training of a modern specialist should include the development of his creative potential necessary to successfully solve such complex problems. One of the innovative methods of increasing interest and motivation to learn among students is gamification. The article describes a study to confirm the effectiveness of using gamification in the framework of teaching the discipline “Chemistry” at the Kazan Technological College of the Kazan National Research Technological University. For the experiment, we developed a new unusual periodic table. The essence of this table is that it repeats the classic table, but initially consists of empty cells, when clicked on, funny “Memes” pictures appear. And this is why the competition game is called “Memdeleev’s table”. During the game, which consists of 6 stages, students, answering questions and completing tasks, must open as many cells of the table as possible. During classes using the gamification method, students received feedback through funny pictures, which diluted the atmosphere of the lecture with positive aspects. A subsequent oral survey showed that, as a result of the feedback, most students had a feeling of confidence and their work in the seminar was more active compared to traditional classes. As a subsequent survey showed, the results of using gamification and its elements were an increase in the involvement, interest and motivation of college students in studying the discipline “Chemistry”.
Keywords: gamification, professional education, innovation development, chemistry education, increased motivation and interest.
References:
- Deci E.L. Vansteenkiste M. Self-determination theory and basic need satisfaction: Understanding human development in positive psychology. Ricerche di psicologia, 2004, vol. 27(1), pp. 23-40.
- Hanus M.D., Fox J. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance Computers & Education, 2015, vol. 80, pp. 152–161. DOI: 10.1016/j.compedu.2014.08.019
- Bakulina N.A., Maksimova K.A. Gamification in professional education. Innovative approaches to solving professional and pedagogical problems. Nizhny Novgorod, Nizhny Novgorod State Pedagogical University named after Koz’ma Minin Publ., 2020. pp. 8-10. (In Russian). URL: https://elibrary.ru/item.asp?id=43405590
- Varenina L.P. Gamification in education. Historical and social-educational thought, 2014, vol. 6, no. 6-2 (28), pp. 314-317. (In Russian). URL: https://elibrary.ru/item.asp?id=22981456
- Vetushinsky Alexander Sergeevich. More than just a means: a new approach to understanding gamification. Sociology of power, 2020, no. 3. pp. 14-31. (In Russian). URL: https://elibrary.ru/item.asp?id=44388815
- Gamification: basic principles and methods of application. Lpgenerator.ru. Available at: https://lpgenerator.ru/blog/2015/05/05/gejmifikaciya-osnovnye-principy-i-sposoby-primeneniya/ (access 21 October 2023)
- Zabrotskaya N.V. Gamification in the education system. Minsk, Belarusian State University Publ., 2020. pp. 240-243. (In Russian). URL: https://elibrary.ru/item.asp?id=46205150
- Istomina V.V. On practice-oriented training in secondary vocational education. Innovative development of vocational education, 2019, no. 1 (21), pp. 23-39. (In Russian). URL: https://elibrary.ru/item.asp?id=37359087
- Lobacheva N.A. The concept of gaming and its role in educational discourse. Bulletin of the Moscow State Regional University. Series: Pedagogy, 2018, no. 2, pp. 32-42. (In Russian). URL: https://elibrary.ru/item.asp?id=35289118
- Mazelis A.L. Gamification in e-learning. Territory of new opportunities. Bulletin of Vladivostok State University of Economics and Service, 2013, no. 3(21), pp. 139-142. (In Russian). URL: https://elibrary.ru/item.asp?id=20304445
- Narenova S.M., Satenova G. Efficiency of using digital educational resources in chemistry lessons. Science, technology and education, 2018, no. 5 (46), pp. 53-55. https://elibrary.ru/item.asp?id=34992749
- Pavlova I.V., Potapov A.A. Input control of students’ knowledge as the basis for differentiating the content of chemical education. Management of sustainable development, 2019, no. 3 (22), pp. 96-100. (In Russian). URL: https://elibrary.ru/item.asp?id=41285607
- Padyash E.A. Gamification in education as a means of achieving personal and meta-subject results among students. Modern Science, 2020, no. 5-4, pp. 181-188. (In Russian). URL: https://elibrary.ru/item.asp?id=42927598
- Sadovnikova N.V. Gamification is a trend in modern education. Chelyabinsk, Russian-British Institute of Management Publ.,2016. pp. 118-123. (In Russian). URL: https://elibrary.ru/item.asp?id=34970442
- Yakovleva E. V., Goltsova N. V. Game mechanics of gamification in career guidance and professional self-determination of children of different age groups in the education system. Bulletin of Cherepovets State University, 2022, no. 1(106), pp. 188-199. (In Russian). URL: https://elibrary.ru/item.asp?id=47965399
For citation: Pavlova I.V., Potapov A.A. Gamification as a means of learning in professional education. CITISE, 2023, no. 4, pp. 117-125. DOI: http://doi.org/10.15350/2409-7616.2023.4.11