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Gamification in Non-Formal Adult Educational Practices

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dc.contributor.author Samodumska, Olena
dc.contributor.author Zarishniak, Inna
dc.contributor.author Tarasenko, Halyna
dc.contributor.author Buchatska, Svitlana
dc.contributor.author Budas, Iuliia
dc.contributor.author Tregubenko, Iryna
dc.date.accessioned 2023-01-19T14:07:32Z
dc.date.available 2023-01-19T14:07:32Z
dc.date.issued 2022
dc.identifier.issn ISSN: 2066-7329
dc.identifier.other https://doi.org/10.18662/rrem/14.2/573
dc.identifier.uri https://r.donnu.edu.ua/handle/123456789/2534
dc.description Стаття у науковому виданні Revista Românească pentru Educaţie Multidimensională (Румунія) ISSN: 2066-7329 | e-ISSN: 2067-9270, 2022, Volume 14, Issue 2, pages: 156-176| https://doi.org/10.18662/rrem/14.2/573 en_US
dc.description.abstract The presented article reveals and generalizes the experience of using gamification in the context of non-formal adult educational practices. From this perspective, the basic understanding of gamification is defined, priorities are set for the use of gamification components, the non-game context as a basis for gamification of training course programs is analysed. An empirical study of extrapolated game mechanics in non-formal adult educational practices of Adult Education Centres has been carried out. Definitions are given regarding consideration of social and psychological types of adult students for application of gamification of non-formal education. In the article the gamified educational non-game context is formulated as non-imitation with apreserved invariable content of educational activity at changingthe way of organization of this activity. Among the most common game mechanics found to meet the priority needs of adult students are those in which reward was offered for the task; balanced competition was stimulated; different types of interaction were envisaged; an opportunity was provided to share results and achievements outside of training; quick feedbackwas provided. Variability of extrapolation of game mechanics into non-formal educational practices of adults concerns the following main didactic categories of educational programs: learning objectives; the forms of training organization; teaching methods; learning motivation; control of learning outcomes. en_US
dc.language.iso en en_US
dc.publisher Romania: Editura LUMEN / LUMEN Publishing en_US
dc.relation.ispartofseries Revista Românească pentru Educaţie Multidimensională;Volume 14, Issue 2, pages: 156-176
dc.subject Non-formal adult education en_US
dc.subject adult education centres en_US
dc.subject application of gamification, non-game context en_US
dc.subject game components en_US
dc.subject game mechanics en_US
dc.subject game dynamics en_US
dc.title Gamification in Non-Formal Adult Educational Practices en_US
dc.type Article en_US


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