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dc.contributor.authorSikora, Y.-
dc.contributor.authorЧерних, Володимир Володимирович-
dc.contributor.authorShaforost, Y.-
dc.contributor.authorDanylyuk, S.-
dc.contributor.authorChernykh, Volodymyr Volodymyrovych-
dc.date.accessioned2024-06-25T12:55:43Z-
dc.date.available2024-06-25T12:55:43Z-
dc.date.issued2024-
dc.identifier.citationSikora, Y., Chernykh, V., Shaforost, Y., Danylyuk, S., & Chemerys, I. (2024). Leveraging gamification and game-based technologies for educational purposes. Multidisciplinary Reviews, 7, 2024.uk
dc.identifier.other10.31893/multirev.2024spe008-
dc.identifier.urihttp://dspace.pdpu.edu.ua/handle/123456789/19459-
dc.description.abstractThe significance of the study is underscored by the continual challenges confronting contemporary educators in their quest for innovative teaching methodologies. This matter is a subject of investigation by numerous scholars and is accentuated by the evolution of information and communication technologies, the imperative rise of distance and online learning, and systemic alterations in the national educational framework. The adoption of the Conceptual Framework for Reforming Secondary Education, known as the "New Ukrainian School," endorsed by the Board of the Ministry of Education and Science of Ukraine on October 27, 2016, has intensified the exploration of modern, engaging, and efficacious teaching technologies. The heightened emphasis on the elimination of standardization within the educational process, cultivation of student interest, stimulation of motivation for academic endeavors, encouragement of collaborative learning, fostering of mutual assistance, promotion of mobility and dynamism, and the cultivation of creativity are intrinsic attributes of contemporary pedagogical approaches. These attributes align with the prevailing transformative trends in education both within Ukraine and globally. The primary objective of this study is to analyze the integration of gaming technologies within secondary school education. The employed research methodologies encompass the application of analysis, synthesis, generalization, and the systematic examination of scientific literature. The study emphasizes the process of generalization as a pivotal methodological approach. The research materials are centered on the exploration of gamification and gamebased learning technologies within the pedagogical and scholarly discourse in both Ukrainian and international contextsuk
dc.language.isoenuk
dc.publisherMALQUE Publishinguk
dc.subjectvirtual communicationuk
dc.subjectonline interactionuk
dc.subjectadolescentsuk
dc.subjectsecondary school studentsuk
dc.subjectnew Ukrainian school conceptuk
dc.subjectonline learninguk
dc.titleLeveraging gamification and game-based technologies for educational purposesuk
dc.typeArticleuk
Розташовується у зібраннях:Кафедра прикладної математики та інформатики

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