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THE ROLE OF GAMIFICATION IN STUDENTS’ ENGAGEMENT IN THE CONTEXT OF HIGHER EDUCATION

PETRENKO Viktoriia Oleksandrivna –

Candidate of Pedagogical Sciences, Associate Professor Department of Pedagogy,

Foreign Philology and Translation Simon Kuznets

Kharkiv National University of Economics

https://orcid.org/0000-0001-7209-5107

e-mail: [email protected]

BUTKOVSKA Natalia Oleksandrivna –

Senior Lecturer Department of Pedagogy,

Foreign Philology and Translation Simon Kuznets

Kharkiv National University of Economics

https://orcid.org/0000-0001-8834-3574

e-mail: [email protected]

Анотація

  The research is devoted to the current pedagogical problem of engaging students in the teaching-learning process. Today’s students have developed the different learning style and cognitive capacity than the previous generations have. Thus, teachers are facing new challenges to engage students in the teaching-learning process. Gamification in education is a pedagogical innovation focused on students’ engagement. Modern psychological and pedagogical views on the concept of «students’ engagement» and «creative teacher» are rather multidimensional and controversial as the notion is recognized through the interdependence of cognitive, emotional, behavioral or social dimensions. The article briefly demonstrates the indicators of «students’ engagement». Gamification in education can be identified by four essential features: freedom to fail; rapid feedback; progression of students linked to scaffolded instruction, the game dynamics of «the interest curve», «just in time teaching»; storytelling and narrative. Educators should also take into account three gamification principles to create engaging experiences through game features on educational context, such as: game mechanics, game dynamics, and aesthetics. There are a variety of ways to introduce gamification in higher education to make learning more engaging: the game-based rewarding system, video games integration in the class curriculum; competition, and other pedagogical techniques, such as leveling up. The most popular gamification tools include Socrative, Kahoot!, FlipQuiz, Duolingo, Ribbon Hero, ClassDojo and Goalbook. BadgeOS™ and its add-on BadgeStack, and others. The opponents of gamification in education argue that students should be engaged in the teaching-learning process by self-motivation, not by some external tool. It is also mentioned that games stir a little competition among students or that students focus more on the game rather than the course matter. Nevertheless, gamification is one of the most effective pedagogical techniques in can be implemented in the learning process to engage students in the teaching-learning process.

Key words: gamification, students’ engagement, pedagogical technique, teaching-learning process.

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