Gamification as a trend in organizing professional education of sociologists in the context of distance learning: analysis of practices
Gamification as a trend in organizing professional education of sociologists in the context of distance learning: analysis of practices
By Liudmyla V. Kalashnikova, Iryna V. Hrabovets, Liudmyla S. Chernous, Viktoriia A. Chorna, and Arnold E. Kiv
Abstract
βThe article identifies the essence of the phenomenon of gamification as a modern trend in distance education, as well as outlines its innovative potential based on the analysis of cases of introduction of gamification elements in the training of sociology students at KryvyiRih State Pedagogical University and Petro Mohyla Black Sea National University. Case studies were performed using an analytical model of gamification, which includes four interrelated elements: actors, content, effects, context.β
Reference
Kalashnikova, L., Hrabovets, I., Chernous, L., Chorna, V., &Kiv, A. (2022). Gamification as a trend in organizing professional education of sociologists in the context of distance learning: Analysis of practices. Retrieved April 21, 2022, from https://acnsci.org/journal/index.php/etq/article/view/2
Keywords
Gamification, distance education, professional education, sociology, research