Determination of students’ activity through gamification elements
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Keywords:
gamification, educational process, education, students, activity, motivation, gaming platforms.Abstract
The article analyzes the scope of application of gamification elements in programming
by students in the field of information technology. This is due to the fact that gamification is one of the
most effective methods in the educational process to increase the activity and motivation of students.
Domestic and foreign experience has been accumulated in introducing gamification elements into modern
educational practice. The study was conducted in the universities of the city of Pavlodar on the trajectories
«Cybersecurity», «Software Engineering», «DevOps engineering», «Web development», «Graphics,
augmented and virtual reality» of students enrolled in the educational program 6B06104 Computer Science
of Toraighyrov University, 6B01530 Computer Science, 6B01531 Information Technology in education was
conducted among students of the Pedagogical University Margulan’s, mastering the educational program.
This is due to the fact that the programming language in these specialties is a mandatory component, and
the Python programming language is included in the learning process. Due to the difficulty of mastering the programming language, the game coding platform consisting of gamified elements was used to teach
the basic programming concepts to students of 1-2 courses. To achieve this goal, a survey was prepared
among students, which will be distributed through Google forms. 83 students from two universities took
part in the survey. The results of the survey showed a high level of satisfaction of students with the teaching
method. They also reacted positively to the use of gamified gaming platforms as a learning tool and offered
to use them in all their courses. The results of the study noted that the points and badges received by
students as a reward, as well as badges and avatars that helped them express themselves in a unique way,
had a very important impact on their participation and participation in game programming training.
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Copyright (c) 2023 Bulletin of L.N. Gumilyov Eurasian National University. Pedagogy. Psychology. Sociology series.
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.