Game technologies as a means of increasing the educational motivation of university students

Descripción del Articulo

Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the prepara...

Descripción completa

Detalles Bibliográficos
Autores: Tsyganova, Larisa V., Zubkova, Yana V., Bystrova, Natalia V., Kutepova, Lyubov I., Kutepov, Maxim M.
Formato: artículo
Fecha de Publicación:2020
Institución:Universidad San Ignacio de Loyola
Repositorio:Revistas - Universidad San Ignacio de Loyola
Lenguaje:inglés
OAI Identifier:oai:revistas.usil.edu.pe:article/808
Enlace del recurso:https://revistas.usil.edu.pe/index.php/pyr/article/view/808
Nivel de acceso:acceso abierto
Materia:competence
educational motivation
game technology
professional education
professional competence
professional preparation.
id REVUSIL_128fbb8339243eb2987f489cce47eaa4
oai_identifier_str oai:revistas.usil.edu.pe:article/808
network_acronym_str REVUSIL
network_name_str Revistas - Universidad San Ignacio de Loyola
repository_id_str .
spelling Game technologies as a means of increasing the educational motivation of university studentsTsyganova, Larisa V.Zubkova, Yana V.Bystrova, Natalia V.Kutepova, Lyubov I.Kutepov, Maxim M.competenceeducational motivationgame technologyprofessional educationprofessional competenceprofessional preparation.Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational institutions to increase their motivation for learning. Game technologies are a set of methods and techniques for organizing the educational process in the form of various games that stimulate cognitive activity. They allow you to simulate a real workflow and consolidate theoretical material. Motivation is defined as a set of internal motivations that explain the student’s behavior, orientation and activity in the educational process. Motivation acts as a continuous choice and decision-making based on weighing behavioral alternatives. The article presents a study of the impact of gaming technology on changing students' motivation. As a tool for the study of motivation, we used Dubovitskaya methodology for the diagnosis of motivation. The study reflects the impact of gaming technology on changing student motivation. The implementation of gaming technologies in the training of students of a higher educational institution helps to increase the motivation of students to study professional disciplines, the formation of professional competence.Carrera de Psicología, Universidad San Ignacio de Loyola, Lima, Perú.2020-12-13info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistas.usil.edu.pe/index.php/pyr/article/view/80810.20511/pyr2021.v9nSPE1.808Propósitos y Representaciones. Journal of Educational Psychology; No. SPE1 (2021): Special Number: Educational practices and teacher training; e808Propósitos y Representaciones; ##issue.no## SPE1 (2021): Número especial: Prácticas educativas y formación docente; e808Propósitos y Representaciones; Núm. SPE1 (2021): Número especial: Prácticas educativas y formación docente; e8082310-46352307-799910.20511/pyr2020.v9nSPE1reponame:Revistas - Universidad San Ignacio de Loyolainstname:Universidad San Ignacio de Loyolainstacron:USILenghttps://revistas.usil.edu.pe/index.php/pyr/article/view/808/1138Derechos de autor 2021 Propósitos y Representacionesinfo:eu-repo/semantics/openAccessoai:revistas.usil.edu.pe:article/8082024-03-13T15:52:50Z
dc.title.none.fl_str_mv Game technologies as a means of increasing the educational motivation of university students
title Game technologies as a means of increasing the educational motivation of university students
spellingShingle Game technologies as a means of increasing the educational motivation of university students
Tsyganova, Larisa V.
competence
educational motivation
game technology
professional education
professional competence
professional preparation.
title_short Game technologies as a means of increasing the educational motivation of university students
title_full Game technologies as a means of increasing the educational motivation of university students
title_fullStr Game technologies as a means of increasing the educational motivation of university students
title_full_unstemmed Game technologies as a means of increasing the educational motivation of university students
title_sort Game technologies as a means of increasing the educational motivation of university students
dc.creator.none.fl_str_mv Tsyganova, Larisa V.
Zubkova, Yana V.
Bystrova, Natalia V.
Kutepova, Lyubov I.
Kutepov, Maxim M.
author Tsyganova, Larisa V.
author_facet Tsyganova, Larisa V.
Zubkova, Yana V.
Bystrova, Natalia V.
Kutepova, Lyubov I.
Kutepov, Maxim M.
author_role author
author2 Zubkova, Yana V.
Bystrova, Natalia V.
Kutepova, Lyubov I.
Kutepov, Maxim M.
author2_role author
author
author
author
dc.subject.none.fl_str_mv competence
educational motivation
game technology
professional education
professional competence
professional preparation.
topic competence
educational motivation
game technology
professional education
professional competence
professional preparation.
description Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational institutions to increase their motivation for learning. Game technologies are a set of methods and techniques for organizing the educational process in the form of various games that stimulate cognitive activity. They allow you to simulate a real workflow and consolidate theoretical material. Motivation is defined as a set of internal motivations that explain the student’s behavior, orientation and activity in the educational process. Motivation acts as a continuous choice and decision-making based on weighing behavioral alternatives. The article presents a study of the impact of gaming technology on changing students' motivation. As a tool for the study of motivation, we used Dubovitskaya methodology for the diagnosis of motivation. The study reflects the impact of gaming technology on changing student motivation. The implementation of gaming technologies in the training of students of a higher educational institution helps to increase the motivation of students to study professional disciplines, the formation of professional competence.
publishDate 2020
dc.date.none.fl_str_mv 2020-12-13
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://revistas.usil.edu.pe/index.php/pyr/article/view/808
10.20511/pyr2021.v9nSPE1.808
url https://revistas.usil.edu.pe/index.php/pyr/article/view/808
identifier_str_mv 10.20511/pyr2021.v9nSPE1.808
dc.language.none.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://revistas.usil.edu.pe/index.php/pyr/article/view/808/1138
dc.rights.none.fl_str_mv Derechos de autor 2021 Propósitos y Representaciones
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Derechos de autor 2021 Propósitos y Representaciones
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Carrera de Psicología, Universidad San Ignacio de Loyola, Lima, Perú.
publisher.none.fl_str_mv Carrera de Psicología, Universidad San Ignacio de Loyola, Lima, Perú.
dc.source.none.fl_str_mv Propósitos y Representaciones. Journal of Educational Psychology; No. SPE1 (2021): Special Number: Educational practices and teacher training; e808
Propósitos y Representaciones; ##issue.no## SPE1 (2021): Número especial: Prácticas educativas y formación docente; e808
Propósitos y Representaciones; Núm. SPE1 (2021): Número especial: Prácticas educativas y formación docente; e808
2310-4635
2307-7999
10.20511/pyr2020.v9nSPE1
reponame:Revistas - Universidad San Ignacio de Loyola
instname:Universidad San Ignacio de Loyola
instacron:USIL
instname_str Universidad San Ignacio de Loyola
instacron_str USIL
institution USIL
reponame_str Revistas - Universidad San Ignacio de Loyola
collection Revistas - Universidad San Ignacio de Loyola
repository.name.fl_str_mv
repository.mail.fl_str_mv
_version_ 1794602301553377280
score 13.879059
Nota importante:
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).