Możliwości wykorzystania grywalizacji w zdalnej edukacji

IF 0.2 Q4 EDUCATION & EDUCATIONAL RESEARCH E-Mentor Pub Date : 2021-01-01 DOI:10.15219/em88.1499
A. Para
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引用次数: 1

Abstract

The article deals with using game mechanisms (gamification) to increase students' motivation and involvement in remote educational activities. Distance learning has become the dominant form of learning at various levels of education during the Covid-19 pandemic. It is very likely that also in the future, remote courses will constitute a considerable part of the educational offer of universities as well as other educational institutions. Along with the popularization and mass implementation of distance learning, the role of educators and the importance of their digital competences increased. In a relatively short time, teachers and educators had to adapt the course content and materials to the needs and technical possibilities of distance learning. One of the greatest challenges was maintaining the participants' involvement and motivation in remote classes, supported by gamification. This article aims to explain the concept of gamification and discuss game mechanisms along with their possible applications in distance education. The author discusses the effectiveness of gamification in light of selected psychological theories in the context of distance learning and its technological conditions. The article provides examples of selected applications and platforms that may help gamify remote classes at the higher education level.
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在远程教育中使用游戏化的可能性
本文探讨了利用游戏机制(游戏化)来提高学生在远程教育活动中的积极性和参与度。在2019冠状病毒病大流行期间,远程学习已成为各级教育的主要学习形式。很可能在将来,远程课程将构成大学和其他教育机构提供的教育的相当大的一部分。随着远程教育的普及和大规模实施,教育者的作用和他们的数字能力的重要性日益增加。在相对较短的时间内,教师和教育工作者必须使课程内容和材料适应远程学习的需要和技术可能性。最大的挑战之一是在游戏化的支持下,在远程课堂上保持参与者的参与度和积极性。本文旨在解释游戏化的概念,讨论游戏机制及其在远程教育中的可能应用。作者从心理学理论的角度出发,探讨了游戏化在远程教育及其技术条件下的有效性。本文提供了一些应用程序和平台的示例,这些应用程序和平台可以帮助高等教育级别的远程课程实现游戏化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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E-Mentor
E-Mentor EDUCATION & EDUCATIONAL RESEARCH-
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