GAMIFICATION OF EDUCATION FUTURE IT SPECIALISTS AS A MODERN EDUCATIONAL TREND

Authors

Keywords:

future IT specialists, educational trends, gamification, higher education applicant, motivation

Abstract

Article`s purpose is to substantiate the feasibility of using gamification as an innovative means of teaching future IT specialists, to reveal the potential of gamification using the example of non-specific areas of life, to determine the importance of the influence of digital technologies on the perception of information by students. The authors conducted an survey to study the attitude of future IT professionals to educational trends and the latest innovative teaching tools, identified the most relevant trends for IT specialists and determined the level of use of these trends by teachers in the opinion of students. The authors established the influence of the teacher's use of innovative technologies during the course of teaching the subject on the interest and motivation of future IT specialists to study.
Methodology of the research is methods of analysis and synthesis of scientific and scientific-methodical literature; an empirical approach to the study, systemic generalization of research results and their interpretation, graphical presentation of the data obtained; theory of the formation of motivation of educational and cognitive activity of the individual; leading educational trends in higher education institutions.
Scientific novelty. Investigated the attitude of IT specialists to educational trends, including gamification, the level of interest and motivation of applicants for higher education of IT specialties of a higher education applicant to learning was determined, taking into account the use of innovative technologies and tools by teachers.
Conclusions. Investigated the presence of the influence of innovative teaching means on the motivation of future IT specialists. It was found that the majority of students consider it necessary to introduce innovative teaching means to the educational process and improve the qualifications of teachers in the field of innovative technologies. The next areas of scientific research are the introduction of gamification tools into the learning process, taking into account the correct selection of methods for their integration into various forms of education.

Author Biographies

K. Mekhed, T.H. Shevchenko National University «Chernihiv Colehium»

Ph.D. Student at the Department of mathematics and economics
of T.H. Shevchenko National University «Chernihiv Colehium»
(Chernihiv, Ukraine)

L. Filon, T.H. Shevchenko National University «Chernihiv Colehium»

Ph.D. in Pedagogical Sciences, Associate Professor,
Head of the Department of Mathematics and Economics,
T.H. Shevchenko National University «Chernihiv Colehium»
(Chernihiv, Ukraine)

References

Seaborn, K., & Fels, D. (2015). Gamification in theory and action: A survey. Internation Journal Human-Computer Studies, 74, 14–31.

Blog Olega Gorohovskogo – soosnovatelya monobank. Telegram. 2020 [Blog of Oleg Gorokhovsky – co-founder of monobank. Telegram. 2020]. Retrieved from https://t.me/OGoMono

Game guru Jane McGonigal says «gamification» shoul make tasks hard, not easy. VentureBeat. 2011. URL : https://venturebeat.com/2011/01/20/game-guru-jane-mcgonigal-says-gamification-should-be-hard-not-easy/

Mekhed, K.M. (2020). Gejmifikaciya navchannya yak innovacijnij zasib realizaciyi kompetentnisnogo pidhodu u zakladah vishoyi osviti. [Gamification of education as an innovative means for the implementation of the competence-based approach in higher education applicant]. Visnyk natsionalnoho universytetu «Chernihivskyy kolehium» imeni T.H. Shevchenka. Pedahohichni nauki – Bulletin of T.H. Shevchenko National University «Chernihiv Colehium». Pedagogical sciences, 7(163), 19–22.

Published

2023-11-15

Issue

Section

TRAINING OF SPECIALISTS IN THE SYSTEM OF VOCATIONAL EDUCATION