Gamification in Non-Formal Adult Educational Practices

dc.contributor.authorSamodumska, Olena
dc.contributor.authorZarishniak, Inna
dc.contributor.authorTarasenko, Halyna
dc.contributor.authorBuchatska, Svitlana
dc.contributor.authorBudas, Iuliia
dc.contributor.authorTregubenko, Iryna
dc.date.accessioned2023-01-19T14:07:32Z
dc.date.available2023-01-19T14:07:32Z
dc.date.issued2022
dc.descriptionСтаття у науковому виданні Revista Românească pentru Educaţie Multidimensională (Румунія) ISSN: 2066-7329 | e-ISSN: 2067-9270, 2022, Volume 14, Issue 2, pages: 156-176| https://doi.org/10.18662/rrem/14.2/573en_US
dc.description.abstractThe presented article reveals and generalizes the experience of using gamification in the context of non-formal adult educational practices. From this perspective, the basic understanding of gamification is defined, priorities are set for the use of gamification components, the non-game context as a basis for gamification of training course programs is analysed. An empirical study of extrapolated game mechanics in non-formal adult educational practices of Adult Education Centres has been carried out. Definitions are given regarding consideration of social and psychological types of adult students for application of gamification of non-formal education. In the article the gamified educational non-game context is formulated as non-imitation with apreserved invariable content of educational activity at changingthe way of organization of this activity. Among the most common game mechanics found to meet the priority needs of adult students are those in which reward was offered for the task; balanced competition was stimulated; different types of interaction were envisaged; an opportunity was provided to share results and achievements outside of training; quick feedbackwas provided. Variability of extrapolation of game mechanics into non-formal educational practices of adults concerns the following main didactic categories of educational programs: learning objectives; the forms of training organization; teaching methods; learning motivation; control of learning outcomes.en_US
dc.identifier.issnISSN: 2066-7329
dc.identifier.otherhttps://doi.org/10.18662/rrem/14.2/573
dc.identifier.urihttps://r.donnu.edu.ua/handle/123456789/2534
dc.language.isoenen_US
dc.publisherRomania: Editura LUMEN / LUMEN Publishingen_US
dc.relation.ispartofseriesRevista Românească pentru Educaţie Multidimensională;Volume 14, Issue 2, pages: 156-176
dc.subjectNon-formal adult educationen_US
dc.subjectadult education centresen_US
dc.subjectapplication of gamification, non-game contexten_US
dc.subjectgame componentsen_US
dc.subjectgame mechanicsen_US
dc.subjectgame dynamicsen_US
dc.titleGamification in Non-Formal Adult Educational Practicesen_US
dc.typeArticleen_US
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Стаття у науковому виданні Revista Românească pentru Educaţie Multidimensională (Румунія) ISSN: 2066-7329 | e-ISSN: 2067-9270, 2022, Volume 14, Issue 2, pages: 156-176| https://doi.org/10.18662/rrem/14.2/573
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