Gamification in the Informal Learning Space of Higher Education (in the Context of the Digital Transformation of Education)
Gamification in the Informal Learning Space of Higher Education (in the Context of the Digital Transformation of Education)
Author(s): Olesia Sadovets, Olena Martynyuk, Olha Orlovska, Halyna Lysak, Svitlana Korol, Maryna ZembytskaSubject(s): Social Sciences, Education, Higher Education , ICT Information and Communications Technologies, Pedagogy
Published by: Editura Lumen, Asociatia Lumen
Keywords: Information space; digital transformation; gamification; higher education institutions; informal education; motivation; learning results;
Summary/Abstract: The article explores the way gamification transforms the informal learning space of the higher education institutions inspired by information technologies and the all-consuming digitalization of human society. An overview is presented of the existing ideas about gamification in the context of the digital transformation of higher education. It is established that the effective use of gamification as a learning technique in the context of digital transformation of higher education contributes to the implementation of its core principles.We have attempted to analyze the factors that gave rise to gamification as well as to examine the ways to introduce gamification to the informal learning experience. The components of this technology are singled out along with the principles of its functioning. In the process, we reveal the role of gamification and opportunities that open up for the organization of educational activities in the informal space of higher education.The given work identifies peculiarities and advantages of this digital form of education as well as risks associated with its introduction in the informal learning space of higher education.The authors elaborate on the specifics of the development of informal learning space in the context of global gamification, as well as the technological and semantic modernization of higher education. It is established that the main purpose of gamification is to boost the internal motivation of higher education students to study and to reveal their creative and professional abilities.
Journal: Postmodern Openings
- Issue Year: 13/2022
- Issue No: 1
- Page Range: 330-350
- Page Count: 21
- Language: English