GAMIFICATION IN EDUCATION: BOSS FIGHT

The article substantiated the educational importance of gaming activity in the learning process, systematizes pedagogical functions of gamification in higher school. For students it is important to identify themselves culturally and professionally. Gamification allows them to be engaged in these processes in a conditional form, however, to use system approach to the world, to apply their subcultural traditions, rules and habits. The authors introduce the description of the elements of communicative educational game situation, justify the possibility to extrapolate gamified framework "Hero-Boss" on the media practices of the future journalists and experts in public relations. The authors submit their suggestions for the distinguishing of different generations of teachers and students and describe their archetypes. The publication presents experimentally derived data and analysis on the special features of perception of the educational game by different generations and views the experience for the creation of the textbook for the target audience of students, teachers and experts (professional copywriters). (C) 2017 Published by Future Academy www.FutureAcademy.org.UK

Authors
Algavi L.O. 1 , Desyaeva N.D.2, 3 , Kilpelyaynen E.S. 4 , Volkova I.I. 5
Publisher
FUTURE ACAD
Language
English
Pages
61-69
Status
Published
Volume
28
Year
2017
Organizations
  • 1 Russian Univ Peoples Friendship, Dept Theory & Hist Journalism, Moscow, Russia
  • 2 Moscow Citys Pedag Univ, Dept Philol Disciplines, Moscow, Russia
  • 3 Moscow Citys Pedag Univ, Methods Teaching Disciplines Primary Sch, Moscow, Russia
  • 4 Russian Univ Peoples Friendship, Dept Mass Commun, Polit Sci, Philol, Moscow, Russia
  • 5 Russian Univ Peoples Friendship, Dept Mass Commun, Moscow, Russia
Keywords
Gamification; higher school; education; match-game with boss; boss fight
Date of creation
19.10.2018
Date of change
19.10.2018
Short link
https://repository.rudn.ru/en/records/article/record/7784/
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