Using Gamification in Teaching Public Relations Students

The emergence of modern technologies and their successful application to teaching and learning has been modifying the educational system at higher schools. A new millennial generation, so-called digital natives, learn and process information differently. They are digitally savvy, are keen on games and express themselves openly by posting comments and sharing posts on social media. New trends in education technologies have to adopt these peculiarities and urge educators to apply them to teaching. The article covers aspects regarding the application of Gamification strategy to teaching of Public Relations students at higher school. Game-based learning is used as a part of instruction in two different courses (Graphic Design and Business English). The paper investigates the implementation of game elements into e-Learning environments, namely the Moodle platform. It is assumed that their application to solving business problems at the lessons enhances students’ motivation and creates the atmosphere of a real Public Relations department. All together it generates and develops various competencies of future specialists in terms of developing professional, social and personal values. © 2020, Springer Nature Switzerland AG.

Авторы
Osipovskaya E. 1 , Miakotnikova S.2
Язык
Английский
Страницы
685-696
Статус
Опубликовано
Том
916
Год
2020
Организации
  • 1 RUDN University, Miklukho-Maklaya St. 10/2, Moscow, Russian Federation
  • 2 Perm National Research Polytechnic University, Komsomolsky Av. 29, Perm, Russian Federation
Ключевые слова
e-Learning; Gamification; Higher education; Public Relations
Дата создания
10.02.2020
Дата изменения
10.02.2020
Постоянная ссылка
https://repository.rudn.ru/ru/records/article/record/56575/
Поделиться

Другие записи