Gamification exercises as motivation means to learn Latin at a medical university
Abstract
The article is devoted to the issues of increasing the motivation of students to study the discipline «The Latin language» at a medical university through gamified tasks integration into the e-learning course. These tasks allow students to maintain interest in the discipline, ensure the regularity of independent work of students and allow them to monitor the implementation of tasks. The subject of the study is the gamified exercises in the discipline «The Latin language». The object of the study is the process of creating gamified tasks for organizing both classroom and extracurricular independent work and integrating these tasks into the electronic course. The theoretical significance is to describe one of the methods for increasing motivation in the creation of gamified tasks’ system on LMS Moodle platform and integrating it into the e-learning course. The practical significance of the work is to create the electronic course in the dicipline «The Latin language» with gamified practical tasks for students to increase motivation for learning the language. As a result of this work, we can see that students were motivated to study Latin, the gamified tasks were created and implemented in the electronic course on LMS Moodle platform, the course was tested with the participation of a focus group of the 1st year students. The authors of the article proved that with the help of gamification students increase their interest in acquiring new and correcting previous acquired knowledge in the discipline, creating a spirit of healthy competition, developing students’ ability to make independent decisions, developing their personal self-control and self-evaluation skills.
About the Authors
Yu. S. LarionovaRussian Federation
Larionova Yulia Sergeevna, Senior Lecturer, Department of the Latin Language and Medical Terminology
I. V. Gubanova
Russian Federation
Gubanova Inna Vladimirovna, Senior Lecturer, Department of the Latin Language and Medical Terminology
N. P. Lovchikova
Russian Federation
Lovchikova Natalia Petrovna, Senior Lecturer, Department of the Latin Language and Medical Terminology
References
1. Вербах К., Хантер Д. Вовлекай и властвуй. Игровое мышление на службе бизнеса. М.: Манн, Иванов и Фербер, 2015. 160 с.
2. Гольцова Т. А, Проценко Е. А. Геймификация как эффективная технология обучения иностранным языкам в условиях цифровизации образовательного процесса // Отечественная и зарубежная педагогика. 2020. Том 1. No 3 (68). С. 65 – 77.
3. Лабушева Т. М., Ямских Т. Н., Слепченко Н. Н. Геймификация как средство повышения мотивации студентов и ее реализация в системе электронного образования на платформе LMS MOODLE // Филологические науки. Вопросы теории и практики. 2017. No 8 (74). Ч. 1. C. 188 – 190.
4. Орлова О. В., Титова В. Н. Геймификация как способ организации обучения // Вестник Томского государственного педагогического университета. 2015. No 9. С. 60 – 64.
5. Феоктистова Е. М. Роль геймификации в развитии мотивации студентов при обучении иностранному языку // Интеграция аудиторной и дистанционной форм обучения иностранному языку в вузе: достижения и новые вызовы: Материалы межвузовского круглого стола. Оренбург, 2021. C. 35 – 42.
6. Широколобова А. Г., Ларионова Ю. С. Изменение парадигмы образования при внедрении технологий E-learning в учебный процесс в высшей школе // Педагогика. Вопросы теории и практики. 2021. Том 6. No 3. С. 357-362.
7. Широколобова А. Г. Геймификация в условиях цифровой трансформации образования // Вестник Самарского государственного технического университета. Серия: Психолого-педагогические науки. 2022. Том 19. No 1. С. 5 – 20.
8. Henrick, G. Gamification – What is it and What it is in Moodle. 2013. Доступно по: http://www.slideshare.net/ghenrick/gamification-what-is-it-and-what-it-is-in-moodle/ Ссылка активна на 10.01.2023
9. Pelling N. The (short) prehistory of gamification, funding start-ups (& other imposiibillities). 2011. Доступно по: http://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/ Ссылка активна на 19.01.2023
10. Kusuma G.P., Wigati E.K., Utomo Y., Putera Suryapranata L.K. Analysis of Gamification Models in Education Using MDA Framework // Procedia Computer Science. 2018. Vol. 135. Pp. 385 – 392.
11. Garcia Cabot A., Garcia López E., Caro Álvaro S., Marcos Ortega L. de, J.J. Martinez Herraiz. Social gamification in education: a gamified platform based on the Elgg framework. 2018. Доступно по: https://riull.ull.es/xmlui/bitstream/handle/915/4771/GAMILEARN17_paper_6.pdf?sequence=1 Ссылка активна на 16.01.2023
12. Zichermann G., Cunningham C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps / Ed. byM. Treseler. – Sebastopol: O’Reilly Media, 2011. – 182 p.
Review
For citations:
Larionova Yu.S., Gubanova I.V., Lovchikova N.P. Gamification exercises as motivation means to learn Latin at a medical university. Bulletin of social Sciences and Humanities. 2023;4(1):40-46. (In Russ.)