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Boosting Motivation Through Process Gamification: Evidence from Higher Education
P. 45-57.
Boosting motivation is a challenging task on the way of additional productivity, especially considering new generations Y and Z. In this paper we combine set of methods from process management, pedagogics and psychology to develop an interactive gamification process and test it for generations Y and Z currently studying in the leading Russian university. The efficiency of approach is demonstrated on several models and authors suggest ways how to implement them.
In book
Vol. 1011: 8th International Workshop on Learning Technology for Education Challenges, LTEC 2019; Zamora; Spain. , Springer, 2019
Boltyshev M., Информатика и образование 2022 Т. 37 № 3 С. 28-34
One of the priorities of modern education is methods of improving the quality of training activities, ways to involve and motivate students. Among these methods, we highlight the involvement in the learning process through game mechanics — gamification. The advantages of this approach are involvement in the learning process, as well as the activation of ...
Added: August 5, 2022
Mironova O. I., Ruonala L., Ivanova O., , in : Frontier Information Technology and Systems Research in Cooperative Economics. Vol. 316.: Springer, 2021. P. 1041-1051.
The European migrant crisis imposed a challenge to the scientific community to study migration processes, the adaptation of migrants and society to each other, as well as to develop the methodology of these processes. This process became a challenge for the social sphere of European states, which are interested in the speedy employment of migrants. ...
Added: October 3, 2020
Frolova N., Историческая и социально-образовательная мысль 2016 Vol. 8 No. 5/2 P. 186-189
Integration of information communication technologies, enhancing students’ motivation, adding to personalized learning, into higher education is challenging but beneficial. It is particularly acute in the field of foreign language learning which requires language competence formation along with knowledge of grammar patterns, vocabulary specificity and reproductive skills in listening, reading, speaking and writing. The given article ...
Added: February 14, 2017
Gambarato R., Dabagian L., Educational Media International 2016 P. 229-243
This article discusses the potentiality and risks of applying transmedia storytelling strategies in the realm of education. The empirical approach is used to analyze the experiential education project Robot Heart Stories, developed in 2011 in Canada and the United States. The theoretical framework focuses on the conceptualization of transmedia storytelling in the scope of education ...
Added: November 30, 2016
Ruonala . L. A., Mironova O. I., International Journal of Psychosocial Rehabilitation 2020 Vol. 24 No. 3 P. 3047-3063
The European migrant crisis has presented a challenge to the scientific community to study migration processes, adaptation of migrants and society to each other and methodology of these processes. The study aims at distinguishing the socio-psychological factors of successful migrants’ adaptation. The methods of research are theoretical analysis of the problem, the method of expert ...
Added: September 30, 2020
Rozhkov A., Морозова А. И., , in : 2018 Global Marketing Conference at Tokyo Proceedings. : Yonsei University, 2018. P. 935-935.
Gamification refers to the use of game elements and designs in non-game environments. As a result customers and employees involved stay more focused and motivated to accomplish the chosen goal. We explore customer engagement practices (gamification) of the Russian companies including application areas, funding and perceived efficiency of these initiatives and their shifts over time. ...
Added: October 15, 2018
Kraynova P., Громов Е. А., Исследователь/Researcher 2022 Т. 37-38 № 1-2 С. 170-177
The article illustrates utilization capacity of gamification in the educational process to increase student engagement by the example of problems faced by physics teachers in schools. Age characteristics that should be considered when working with high school students are stated. The methodology of the unique board game is presented. Also, the article describes the course ...
Added: December 19, 2022
Osipov D., Astrakhan : [б.и.], 2023
Представляет собой рекомендации при изучении базовых основ игрофикации образовательного процесса: элементов игрофикации и механизмов их внедрения в учебный процесс; базовых техник по созданию сбалансированной игры. В пособии отражены тематика и содержание курса, ключевые понятия, рекомендуемая литература, приведены примеры игр.
Предназначено для магистрантов направления подготовки 44.04.01. Педагогическое образование. Направленность (профиль) «Теория и практика преподавания иностранных языков».
Публикация осуществляется ...
Added: March 19, 2024
Springer, 2019
This book constitutes the proceedings of the 6th European Conference on Massive Open Online Courses, EMOOCs 2019, held in Naples, Italy, in May 2019.
The 15 full and 6 short papers presented in this volume were carefully reviewed and selected from 42 submissions. Massive Open Online Courses (MOOCs) have marked a milestone in the use of ...
Added: June 19, 2019
Rebrov A. V., Черкасов А. Ю., Российский журнал менеджмента 2017 Т. 15 № 3 С. 303-326
Статья посвящена рассмотрению двух новейших методов стимулирования — геймификации и автоматизации по KPI. В ней представлены результаты эмпирического исследования геймификации, которое стало одной из первых попыток систематизации всех теоретических аспектов, связанных с формами игрового стимулирования. Кроме того, авторы проводят теоретический анализ другого современного управленческого инструмента — автоматизации по KPI. Результаты исследования двух подходов позволяют прояснить ...
Added: October 18, 2017
Nim E., Вестник Московского университета. Серия 10: Журналистика 2020 № 5 С. 29-53
The article examines digital self-tracking (the practices of surveying one’s body, behavior and thinking by means of mobile applications and wearable devices) as a case of deep mediatization. The study of this phenomenon is relevant not only due to the increasing popularity of self-tracking technologies, but also due to a broader tendency of metrization and ...
Added: November 13, 2020
Muravskaia S., Смирнова М. М., Вестник Санкт-Петербургского университета. Серия 8. Менеджмент 2019 Т. 18 № 4 С. 510-530
The article presents an analysis of the main research directions in the field of gamification in management. The purpose of the study is to identify main approaches to the definition of gamification, generalize and systematize the current knowledge of construct. The analysis represented in the article has been based on publications presented in the leading ...
Added: October 28, 2020
Mavletova A. M., Gavrilov K. A., Tholmogorova T., Journal of Risk Research 2019 Vol. 22 No. 12 P. 1532-1545
We measured if a gamified design of a web survey can improve accuracy in understanding of risk and risk calculation among adolescents aged 11–15 years. We collected data from 213 respondents. They were randomly assigned to one of the two conditions: a traditional web survey and a gamified web survey (gamified design). The gamified design ...
Added: December 7, 2018
Khusyainov T., Философия хозяйства 2017 № 2 С. 93-104
In this article the author attempts to deal with labor relations in the postmodern era. Two important trends of postmodern labor are identified — gamification and kreativization. Under the new conditions labor is changing its meaning, material labor is increasingly inferior to intellectual one, the worker becomes more independent and free to choose. Intelligent cost ...
Added: April 14, 2017
Birzer S., Bogomolova E., Bondarenko M. et al., Routledge, 2023
The volume is devoted to various fields and backgrounds of Russian language instruction related to games and gamification including theory-heavy explorations, research, and submissions that focus on teaching practice. ...
Added: December 9, 2022
Vetushinskiy A., Социология власти 2020 № 3 С. 14-31
The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards ...
Added: August 21, 2021
Gromoff A., Kazantsev N., М. : Юрайт, 2013
Предисловие к русскому изданию
Тема процессного управления активно обсуждается, используется, рекламируется, популяризируется и изучается последние тридцать лет. Существует много удачных примеров управления процессами, о которых пишут используют в маркетинге, но вероятно, столько же и примеров неудачных, о которых пытаются забыть и их активные участники и популяризаторы BPM. Большой объем информации приводит к бесконечным дискуссиям, презентациям и ...
Added: October 25, 2013
Uvarov Valeriy Igorevich V., Вестник РГГУ. Серия: Психология. Педагогика. Образование 2019 № 3 С. 107-115
Abstract: The article attempts to consider a new approach to the use of the game method in teaching a foreign language. New technology is called a global game. A parallel is drawn up with the existing technology of gamification, as well as its fundamental differences from the concept of the global game.
The author draws attention ...
Added: November 1, 2021
Elenev K. S., Кузнецов А. И., Бренд-менеджмент 2014 № №1 С. 18-28
В статье анализируются современные тенденции развития конкуренции в российском ретейле. На базе вторичных данных о рынке авторы предлагают набор решений, направленных на развитие лояльности клиентов и увеличение адаптивности ретейл-компаний к изменениям конъюнктуры рынка. В качестве наиболее актуальных мер в работе описано использование технологий сенсорного маркетинга и развитие программ лояльности на основе принципов геймификации. ...
Added: November 25, 2014
Pugaeva M., Korelina A., Вопросы образования 2016
Gamification provide new affordances for improving students engagemnt in education and their experiences. This article discussed in detail of the implementation process in example of gamification in marketing course (Faculty of Business and Management of HSE). ...
Added: October 20, 2015
Matkin N. A., Хацклевич А. Н., Вектор экономики 2020 № 5
In Russia, the share of the population existing in social networks is growing. Business and marketing. The article makes available the influence of social networks on modern marketing and analyzes a new way to promote online communities - gamification. Based on the SDT theory, an interpretation of gamification in marketing is given. The authors analyze ...
Added: November 7, 2021
Veryaeva K., Solovyeva O., International Journal of Distance Education Technologies 2021 Vol. 1 No. 19 P. 1-17
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user engagement, platform affordances, and gamification ...
Added: January 25, 2021
Gambarato R. R., Dabagian L., Educational Media International 2016
This article discusses the potentiality and risks of applying transmedia storytelling strategies in the realm of education. The empirical approach is used to analyze the experiential education project Robot Heart Stories, developed in 2011 in Canada and the United States. The theoretical framework focuses on the conceptualization of transmedia storytelling in the scope of education ...
Added: November 9, 2016
М. Г. Болтышев, Мир психологии. Научно-методический журнал 2022 № 2(109) С. 46-54
This article is devoted to the study of approaches to the definition of gamification and
attempts to identify the difference with related areas of application of gaming approaches in the
educational space. The analysis considered publications on the topic of gamification and related
areas, such as: gaming practice, serious games, didactic games, business games, educational
games, simulators, game training. ...
Added: August 5, 2022