Araştırma Makalesi

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

Cilt: 8 Sayı: 3 15 Temmuz 2019
  • İryna Zvarych *
  • Svitlana M. Kalaur
  • Nataliya M. Prymachenko
  • İnna V. Romashchenko
  • Oksana İa. Romanyshyna
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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

Kaynakça

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  2. Bellanca, J., & Brandt, R. (2010). 21st Century Skills: Rethinking How Students Learn (Leading Edge). Bloomington, IN: Solution Tree.
  3. Blazic, A. J., Ribeiro, C., Fernandes, J., Pereira, J., & Arh, T. (2012). Analysing the required properties of business simulation games to be used in e-learning and education. Intelligent Information Management, 4(6), 348–356. http://dx.doi.org/10.4236/iim.2012.46039
  4. Boucher, B., Robertson, E., Wainner, R., & Sanders, B. (2013). “Flipping” Texas State University’s physical therapist musculoskeletal curriculum: Implementation of a hybrid learning model. Journal of Physical Therapy Education, 27(3), 72–77.
  5. Buyukozturk, S. (2016). Sosyal bilimler icin veri analizi el kitabi. [Data analysis handbook for social sciences]. Ankara, Turkey: Pegem A.
  6. De Schutter, B., & Abeele, V. V. (2014). Gradequest‒Evaluating the impact of using game design techniques in an undergraduate course. In T. Barnes, & I. Bogost (Eds.), Proceedings of the 9th International Conference on the Foundations of Digital Games. Lauderdale, FL: Society for the Advancement of the Science of Digital Games.
  7. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In A. Lugmayr et al. (Ed.), MindTrek 2011 (pp. 9–15). Tampere, Findland: ACM. doi:10.1145/2181037.2181040
  8. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Eğitim Üzerine Çalışmalar

Bölüm

Araştırma Makalesi

Yazarlar

İryna Zvarych * Bu kişi benim
Ukraine

Svitlana M. Kalaur Bu kişi benim
Ukraine

Nataliya M. Prymachenko Bu kişi benim
Ukraine

İnna V. Romashchenko Bu kişi benim
Ukraine

Oksana İa. Romanyshyna Bu kişi benim
Ukraine

Yayımlanma Tarihi

15 Temmuz 2019

Gönderilme Tarihi

2 Haziran 2019

Kabul Tarihi

12 Temmuz 2019

Yayımlandığı Sayı

Yıl 2019 Cilt: 8 Sayı: 3

Kaynak Göster

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, ve 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 (01 Temmuz 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, ve 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, c. 8, sy 3, ss. 875–891, Tem. 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 (01 Temmuz 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, vd. “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, c. 8, sy 3, Temmuz 2019, ss. 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. 01 Temmuz 2019;8(3):875-91. doi:10.12973/eu-jer.8.3.875