GAMIFICATION IN COMPUTER LESSONS IN PRIMARY SCHOOL

Authors

DOI:

https://doi.org/10.32782/apv/2023.4.8

Keywords:

information and communication technologies (ICT), game activity, education seekers, teachers, web service

Abstract

The article attempts to substantiate and analyze the concept of gamification as one of the methods for conducting computer science classes in elementary school. It is described that the importance of activating the students’ cognitive activity and forming their digital literacy depends on the appropriate use of methods and tools by the teacher to achieve the best result in education. The analysis of literary sources made it possible to interpret the concept of gamification as a concept based on the use of game elements in the learning process. The main principles of the importance of using game methods in the learning process were formed, namely interest and motivation, development of cooperation and communication skills, formation of analytical and critical thinking. An analysis of the main advantages and disadvantages caused by the use of game methods in pedagogical activity was carried out. The advantages include increasing student motivation, developing key skills, and individualizing learning. Among the shortcomings, the negative impact on the child’s health during long-term use of computer devices, the difficulty of using and introducing game activities into the educational process are highlighted. Software components and web services as a tool in the process of using gamification in lessons were studied. The characteristics and requirements for services as tools in the gamification process for use in elementary school lessons are described. The advantages and disadvantages of software and web services, as well as the possibilities of their use, are given. The assertion that gamification in computer science lessons in elementary school is an effective and efficient method of learning has been proven. It increases the motivation of students, promotes the development of key skills and individualization of learning. Therefore, the use of gamification in education should be considered as a promising way to improve the quality of education and prepare the young generation for the challenges of the modern world.

References

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Саган О.В. Гейміфікація як сучасний освітній тренд : збірник наукових праць «Педагогічні науки». – 2022. – С. 12–18.

Lyashchenko, Tamara, Hryshunina, Maryna & Pichkur, Vladyslav. (2018). Gamifification as one of the innovative forms of the training process. Management of development of complex systems, 35, 113–123.

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Zichermann G. The purpose of gamification. A look at gamification’s applications and limitations. 2011. Date: December 26, 2018. URL: http://radar.oreilly.com/2011/04/gamification-purpose-marketing.html

Published

2023-11-27

How to Cite

КНИШ, Ю., ГЕЙНИК, Т., ЯЦЮК, С., & МАРЦЕНЮК, І. (2023). GAMIFICATION IN COMPUTER LESSONS IN PRIMARY SCHOOL. Acta Paedagogica Volynienses, (4), 48–52. https://doi.org/10.32782/apv/2023.4.8

Issue

Section

SECTION 2 PRIMARY EDUCATION