dc.contributor.author | Tarasenko, Halyna | |
dc.contributor.author | Samodumska, Olena | |
dc.contributor.author | Zarishniak, Inna | |
dc.contributor.author | Buchatska, Svitlana | |
dc.contributor.author | Budas, Iuliia | |
dc.contributor.author | Tregubenko, Iryna | |
dc.date.accessioned | 2022-09-22T08:11:06Z | |
dc.date.available | 2022-09-22T08:11:06Z | |
dc.date.issued | 2022 | |
dc.identifier.citation | Samodumska, O., Zarishniak, I., Tarasenko, H., Buchatska, S., Budas, I., & Tregubenko, I. (2022). Gamification in Non-Formal Adult Educational Practices. Revista Romaneasca Pentru Educatie Multidimensionala, 14(2),156-176. https://doi.org/10.18662/rrem/14.2/573 (Web of Science) | uk_UA |
dc.identifier.issn | 2066-7329 | |
dc.identifier.other | 2067-9270 | |
dc.identifier.uri | https://docs.academia.vn.ua/handle/123456789/294 | |
dc.description.abstract | The presented article reveals and generalizes the
experience of using gamification in the context of non-formal
adult educational practices.
From this perspective, the basic understanding of
gamification is defined, priorities are set for the use of
gamification components, the non-game context as a basis for
gamification of training course programs is analysed. An
empirical study of extrapolated game mechanics in nonformal adult educational practices of Adult Education Centres
has been carried out. Definitions are given regarding
consideration of social and psychological types of adult
students for application of gamification of non-formal
education.
In the article the gamified educational non-game context is
formulated as non-imitation with apreserved invariable
content of educational activity at changingthe way of
organization of this activity.
Among the most common game mechanics found to meet
the priority needs of adult students are those in which reward
was offered for the task; balanced competition was
stimulated; different types of interaction were envisaged; an
opportunity was provided to share results and achievements
outside of training; quick feedbackwas provided.
Variability of extrapolation of game mechanics into nonformal educational practices of adults concerns the following
main didactic categories of educational programs: learning
objectives; the forms of training organization; teaching
methods; learning motivation; control of learning outcomes. | uk_UA |
dc.language.iso | en | uk_UA |
dc.publisher | LUMEN Publishing House | uk_UA |
dc.subject | Non-formal adult education, adult education centres, application of gamification, non-game context, game components, game mechanics, game dynamics. | uk_UA |
dc.title | Gamification in Non-Formal Adult Educational Practices | uk_UA |
dc.type | Article | uk_UA |