
Gamification in the Informal Learning Space of Higher Education (in the Context of the Digital Transformation of Education)
Author(s) -
Olesia Sadovets,
AUTHOR_ID,
Olena Martynyuk,
Olha Orlovska,
Halyna Lysak,
Світлана Анатоліївна Король,
Maryna Zembytska,
AUTHOR_ID,
AUTHOR_ID,
AUTHOR_ID,
AUTHOR_ID,
AUTHOR_ID
Publication year - 2022
Publication title -
postmodern openings
Language(s) - English
Resource type - Journals
eISSN - 2069-9387
pISSN - 2068-0236
DOI - 10.18662/po/13.1/399
Subject(s) - digital transformation , context (archaeology) , space (punctuation) , higher education , informal learning , modernization theory , informal education , sociology , knowledge management , pedagogy , mathematics education , psychology , computer science , political science , world wide web , paleontology , law , biology , operating system
The article explores the way gamification transforms the informal learning space of the higher education institutions inspired by information technologies and the all-consuming digitalization of human society. An overview is presented of the existing ideas about gamification in the context of the digital transformation of higher education. It is established that the effective use of gamification as a learning technique in the context of digital transformation of higher education contributes to the implementation of its core principles. We have attempted to analyze the factors that gave rise to gamification as well as to examine the ways to introduce gamification to the informal learning experience. The components of this technology are singled out along with the principles of its functioning. In the process, we reveal the role of gamification and opportunities that open up for the organization of educational activities in the informal space of higher education. The given work identifies peculiarities and advantages of this digital form of education as well as risks associated with its introduction in the informal learning space of higher education. The authors elaborate on the specifics of the development of informal learning space in the context of global gamification, as well as the technological and semantic modernization of higher education. It is established that the main purpose of gamification is to boost the internal motivation of higher education students to study and to reveal their creative and professional abilities.