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      Modern Technologies and Gamification in Historical Education

      1 , 1 , 2
      Simulation & Gaming
      SAGE Publications

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          Abstract

          Background

          The study aims to consider the prospect possibilities of gamification in historical education and its influence on the development of key professional competencies of workers necessary in current condition of humanitarian sphere development.

          Methods

          An experimental study theoretically substantiates the prospects for the gamification of education on the example of history education, in which 40 students from the Рeoples’ Friendship University of Russia and Sechenov First Moscow State Medical University took part. A pedagogical model of gamified history study has been developed and implemented into a 3-month online learning course “Technology for constructing historical interpretations.” The following technological tools were used to support the implementation of gamified learning: the Academy Learning Management System (LMS), the Facebook social network, social media information resources, augmented and virtual reality technologies. A survey was conducted on the Academy LMS platform, in which students were asked to assess the promising opportunities for the impact of gamified learning on the development of key professional competencies in terms of the degree of influence.

          Results

          The research results confirmed that the creation of a joint creative and expanded gaming experience leads to the acquisition of practical knowledge and allows learners to acquire skills that are highly relevant for professionals of the 21st century. The students confirmed that educational progress was achieved due to the effective organization of their learning activities, group changeover at the stages of developing historical interpretations, and gamification, which caused a feeling of excitement and qualitatively influenced the desire to achieve the best educational results. Gamified learning allowed educators to keep students' interest in the subject of study.

          Conclusions

          According to the results of a survey of students at the end of the course, it was concluded that gamification in history education has a positive effect on the evolutionary development of a personality adaptive to the socio-economic conditions of the 21st century. A model of the evolutionary vertical and horizontal development of the personality has been described.

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          Most cited references41

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          Is Open Access

          The Gamification of Learning: a Meta-analysis

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            Developing a Theory of Gamified Learning

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              Is Open Access

              Gamification in Science Education. A Systematic Review of the Literature

              The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions. It examines the conflicting findings of other studies and provides a framework and insight for future researchers regarding content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.
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                Author and article information

                Contributors
                (View ORCID Profile)
                Journal
                Simulation & Gaming
                Simulation & Gaming
                SAGE Publications
                1046-8781
                1552-826X
                February 25 2022
                : 104687812210759
                Affiliations
                [1 ]Department of History of Russia, Рeoples’ Friendship University of Russia (RUDN University), Moscow, Russian Federation
                [2 ]Department of Propaedeutics of Dental Diseases, Sechenov First Moscow State Medical University, Moscow, Russian Federation
                Article
                10.1177/10468781221075965
                b4f66ed2-789d-40d0-a3dc-5957e721cfc5
                © 2022

                http://journals.sagepub.com/page/policies/text-and-data-mining-license

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