Influence of digital distribution platforms on the pedagogical and psychological features of learning process gamification
Keywords:
Educational process, gamification, educational computer game, digital distribution platform, internet.Abstract
The paper examines the pedagogical aspects of the use of digital distribution platforms for learning process gamification in general education schools. The significance and targets of gamified learning are substantiated. Using systems analysis and content analysis, the study establishes criteria for the selection of computer games to be used in the learning process and the advantages and disadvantages of specific digital distribution platforms for the selection of games for the educational process. The conclusion is made that gamification is possible only when it is needed and yields the maximum effect, i.e., when it is organized expediently from the pedagogical and psychological standpoint. Properly selected computer games can effectively influence the quality of the educational process. The teacher needs to understand the purpose of their application, the types of student activity they want to stimulate, how they are going to assess it, how these measures are going to help achieve the goal, and how to set up feedback from students.
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