The modern level of society development sets higher requirements for education. One of the most important trends in the development of education nowadays is the gamifacation, which allows to achieve high motivation and involvement of students into the educational process. The aim of the work is to test the hypothesis that the use of gaming moments in education, involving information technology, in particular the Internet-resource Kahoot!, increases the student’s involvement into the educational process, raise one’s motivation, and creates a comfortable educational environment that causes interest in subject learning. The novelty of the research consists in the methodological organization of the learning process, within which the current c...
We have conducted a study with higher level education students, in lecture classes of three Undergra...
Kahoot is a real time and fun way of game-based learning through quizzes, discussions and surveys by...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Open access to modern information technologies generates a new type of society that increases the pr...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
During the height of 21st Century Learning, educators across the globe are demanded to find ways, me...
This research is focused on the use of gamification as a strategy to enhance students' motivation, e...
© 2020. All Rights Reserved. The process of integration of technology into education involves many t...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
This paper shapes the landscape of an empirical research study on applying gamification to education...
Nowadays, the development of technology plays an essential role in many aspects of human life. Peopl...
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to mo...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
We have conducted a study with higher level education students, in lecture classes of three Undergra...
Kahoot is a real time and fun way of game-based learning through quizzes, discussions and surveys by...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Open access to modern information technologies generates a new type of society that increases the pr...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
During the height of 21st Century Learning, educators across the globe are demanded to find ways, me...
This research is focused on the use of gamification as a strategy to enhance students' motivation, e...
© 2020. All Rights Reserved. The process of integration of technology into education involves many t...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
This paper shapes the landscape of an empirical research study on applying gamification to education...
Nowadays, the development of technology plays an essential role in many aspects of human life. Peopl...
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to mo...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
We have conducted a study with higher level education students, in lecture classes of three Undergra...
Kahoot is a real time and fun way of game-based learning through quizzes, discussions and surveys by...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...