Digital game-based learning methods for developing professional skills in education

DOI: 10.31673/2518-7678.2023.021616

Authors

  • Т. Р. Целованський, (Tselovanskyi T. R.) State University of Information and Communication Technologies, Kyiv

DOI:

https://doi.org/10.31673/2518-7678.2023.021616

Abstract

This article explores the implementation of gamification in the educational process as a method to enhance the acquisition of professional skills among students. It involves integrating games and services into the learning process, automating the task-checking process, and improving student engagement and motivation. The article discusses various games and services that can be used in education, highlighting their main advantages and disadvantages, as well as the specifics of their integration.
The main focus is on Digital Game-Based Learning (DGBL) methods, emphasizing their advantages in achieving pedagogical goals when teaching the new generation of students. This generation is accustomed to a higher concentration of information around them and may find traditional teaching methods less engaging.
Additionally, the article delves into the potential benefits of DGBL, such as its simplicity, aesthetic modeling, and interactive environment, which contribute to effective learning experiences. The integration of these methods aims to not only accumulate knowledge and skills but also foster their conscious application in practical scenarios, addressing the evolving needs of modern learners.

Keywords: DGBL, gamification in computer science, optimization of the educational process, education, higher education student, scientific and pedagogical worker, assessment, information technologies, mastering practical skills, integration of games into the learning process.

Published

2024-01-25

Issue

Section

Articles