Research Article

Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States

Volume: 8 Number: 3 July 15, 2019
  • İryna Zvarych *
  • Svitlana M. Kalaur
  • Nataliya M. Prymachenko
  • İnna V. Romashchenko
  • Oksana İa. Romanyshyna
EN

Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States

Abstract

This study has experimentally tested how the introduction of simulations, adapting the experience of higher educational institutions of the United States, including the elements of gamification, in the training course Professional Foreign Language stimulates the educational activity of students at higher educational institutions of Ukraine students’ educational activity  through the involvement and creation of activity for constructive competition and cooperation, stimulation of interests and motives, maintaining cognitive attention of students and encouraging feedback. To carry out this research, a script, a methodology for arranging the simulation Coffee Import-Export Procedure was developed. To process the collected statistical information, Covariance-based Structural Equation Modeling (SEM) software, including two-way ANOVA for Mixed Measures, was used, and the Textalyzer software was used to process the answers of the experimental group’s students to the open-type questions. It was found out, that the simulation model Coffee Import-Export Procedure with elements of gamification develops value-motivational, cognitive and activity-reflective components of educational activity of students, develops self-education skills, which are included in the list of key life and career Skills of the 21st Century, moving the formation of competences of self-education from minor to dominant positions, forms the model of future professional activity of students. The scientific and practical results of this research can be used in the practice of corporate training of company’s personnel, professional training of future specialists in management, international business, organizational psychology, law, etc., as well as for the organization of professional training for people with limited access to higher professional education or for those who needs retraining.


Keywords

References

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Details

Primary Language

English

Subjects

Studies on Education

Journal Section

Research Article

Authors

İryna Zvarych * This is me
Ukraine

Svitlana M. Kalaur This is me
Ukraine

Nataliya M. Prymachenko This is me
Ukraine

İnna V. Romashchenko This is me
Ukraine

Oksana İa. Romanyshyna This is me
Ukraine

Publication Date

July 15, 2019

Submission Date

June 2, 2019

Acceptance Date

July 12, 2019

Published in Issue

Year 2019 Volume: 8 Number: 3

APA
Zvarych, İ., Kalaur, S. M., Prymachenko, N. M., Romashchenko, İ. V., & Romanyshyna, O. İ. (2019). Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States. European Journal of Educational Research, 8(3), 875-891. https://doi.org/10.12973/eu-jer.8.3.875
AMA
1.Zvarych İ, Kalaur SM, Prymachenko NM, Romashchenko İV, Romanyshyna Oİ. Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States. eujer. 2019;8(3):875-891. doi:10.12973/eu-jer.8.3.875
Chicago
Zvarych, İryna, Svitlana M. Kalaur, Nataliya M. Prymachenko, İnna V. Romashchenko, and Oksana İa. Romanyshyna. 2019. “Gamification As a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States”. European Journal of Educational Research 8 (3): 875-91. https://doi.org/10.12973/eu-jer.8.3.875.
EndNote
Zvarych İ, Kalaur SM, Prymachenko NM, Romashchenko İV, Romanyshyna Oİ (July 1, 2019) Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States. European Journal of Educational Research 8 3 875–891.
IEEE
[1]İ. Zvarych, S. M. Kalaur, N. M. Prymachenko, İ. V. Romashchenko, and O. İ. Romanyshyna, “Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States”, eujer, vol. 8, no. 3, pp. 875–891, July 2019, doi: 10.12973/eu-jer.8.3.875.
ISNAD
Zvarych, İryna - Kalaur, Svitlana M. - Prymachenko, Nataliya M. - Romashchenko, İnna V. - Romanyshyna, Oksana İa. “Gamification As a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States”. European Journal of Educational Research 8/3 (July 1, 2019): 875-891. https://doi.org/10.12973/eu-jer.8.3.875.
JAMA
1.Zvarych İ, Kalaur SM, Prymachenko NM, Romashchenko İV, Romanyshyna Oİ. Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States. eujer. 2019;8:875–891.
MLA
Zvarych, İryna, et al. “Gamification As a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States”. European Journal of Educational Research, vol. 8, no. 3, July 2019, pp. 875-91, doi:10.12973/eu-jer.8.3.875.
Vancouver
1.İryna Zvarych, Svitlana M. Kalaur, Nataliya M. Prymachenko, İnna V. Romashchenko, Oksana İa. Romanyshyna. Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States. eujer. 2019 Jul. 1;8(3):875-91. doi:10.12973/eu-jer.8.3.875