Gamification in education: threats or new opportunities
This article discusses the expediency and efficiency of implementing gamification in education. This study is a meta-analysis of the modern experience of gamification application obtained from numerous international studies, practical cases, and reports of educational entities. The influence of gami...
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doaj-d6fc9a4798e149d48b965d18dac6b9bc2021-05-28T14:55:09ZengEDP SciencesSHS Web of Conferences2261-24242021-01-011030200110.1051/shsconf/202110302001shsconf_shpr2021_02001Gamification in education: threats or new opportunitiesBiryukov Alexander P.0Brikoshina Irina S.1Mikhalevich Natalia V.2Sycheva Svetlana M.3Khalimon Ekaterina A.4State University of Management, Institute of Industry Management, Project Management DepartmentState University of Management, Institute of Industry Management, Project Management DepartmentState University of Management, Institute of Industry Management, Project Management DepartmentState University of Management, Institute of Industry Management, Project Management DepartmentState University of Management, Institute of Industry Management, Project Management DepartmentThis article discusses the expediency and efficiency of implementing gamification in education. This study is a meta-analysis of the modern experience of gamification application obtained from numerous international studies, practical cases, and reports of educational entities. The influence of gamification technologies on cognition and learning processes was proved by hardware neurobiological research of students’ brain activity during a game using electroencephalography, functional magnetic resonance tomography, and functional near-infrared spectroscopy. On the basis of an analysis of gamification effects regarding efficiency improvement due to perceptive learning, the conclusions were obtained used in a generalized list of opportunities, problems, and threats of application of gamification elements in education. This study systematizes practical results presented by corporate cases and reference literature, which mention the necessity to use specialized online platforms or automated control systems for systematic implementation of gamification into education. The practical cases in the context of education considered the results of gamification application mainly as positive; however, at the same time, negative results were mentioned, which should be analyzed and which also should be included in the list of threats in this study.https://www.shs-conferences.org/articles/shsconf/pdf/2021/14/shsconf_shpr2021_02001.pdfgamification technologieseducation systemneurobiology |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Biryukov Alexander P. Brikoshina Irina S. Mikhalevich Natalia V. Sycheva Svetlana M. Khalimon Ekaterina A. |
spellingShingle |
Biryukov Alexander P. Brikoshina Irina S. Mikhalevich Natalia V. Sycheva Svetlana M. Khalimon Ekaterina A. Gamification in education: threats or new opportunities SHS Web of Conferences gamification technologies education system neurobiology |
author_facet |
Biryukov Alexander P. Brikoshina Irina S. Mikhalevich Natalia V. Sycheva Svetlana M. Khalimon Ekaterina A. |
author_sort |
Biryukov Alexander P. |
title |
Gamification in education: threats or new opportunities |
title_short |
Gamification in education: threats or new opportunities |
title_full |
Gamification in education: threats or new opportunities |
title_fullStr |
Gamification in education: threats or new opportunities |
title_full_unstemmed |
Gamification in education: threats or new opportunities |
title_sort |
gamification in education: threats or new opportunities |
publisher |
EDP Sciences |
series |
SHS Web of Conferences |
issn |
2261-2424 |
publishDate |
2021-01-01 |
description |
This article discusses the expediency and efficiency of implementing gamification in education. This study is a meta-analysis of the modern experience of gamification application obtained from numerous international studies, practical cases, and reports of educational entities. The influence of gamification technologies on cognition and learning processes was proved by hardware neurobiological research of students’ brain activity during a game using electroencephalography, functional magnetic resonance tomography, and functional near-infrared spectroscopy. On the basis of an analysis of gamification effects regarding efficiency improvement due to perceptive learning, the conclusions were obtained used in a generalized list of opportunities, problems, and threats of application of gamification elements in education. This study systematizes practical results presented by corporate cases and reference literature, which mention the necessity to use specialized online platforms or automated control systems for systematic implementation of gamification into education. The practical cases in the context of education considered the results of gamification application mainly as positive; however, at the same time, negative results were mentioned, which should be analyzed and which also should be included in the list of threats in this study. |
topic |
gamification technologies education system neurobiology |
url |
https://www.shs-conferences.org/articles/shsconf/pdf/2021/14/shsconf_shpr2021_02001.pdf |
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