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

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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...

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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:Revista USIL - Propósitos y Representaciones
Lenguaje:inglés
OAI Identifier:oai:ojs.revistas.usil.edu.pe:article/808
Enlace del recurso:http://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.
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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.competence, educational motivation, game technology, professional education, professional competence, professional 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.Universidad San Ignacio de Loyola S.A.2020-12-13info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://revistas.usil.edu.pe/index.php/pyr/article/view/80810.20511/pyr2021.v9nSPE1.808Propósitos y Representaciones. Journal of Educational Psychology; Vol. 9 (2021): Special Multidisciplinary Number: Educational practices and teacher training; e808Propósitos y Representaciones; Vol. 9 (2021): Special Multidisciplinary Number: Educational practices and teacher training; e808Propósitos y Representaciones; Vol. 9 (2021): Special Multidisciplinary Number: Educational practices and teacher training; e8082310-46352307-799910.20511/pyr2020.v9nSPE1reponame:Revista USIL - Propósitos y Representacionesinstname:Universidad San Ignacio de Loyolainstacron:USILenghttp://revistas.usil.edu.pe/index.php/pyr/article/view/808/1138Copyright (c) 2021 Propósitos y Representacioneshttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccess2021-04-13T15:15:23Zmail@mail.com -
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.contributor.none.fl_str_mv
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.
dc.description.none.fl_txt_mv 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.
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 http://revistas.usil.edu.pe/index.php/pyr/article/view/808
10.20511/pyr2021.v9nSPE1.808
url http://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 http://revistas.usil.edu.pe/index.php/pyr/article/view/808/1138
dc.rights.none.fl_str_mv Copyright (c) 2021 Propósitos y Representaciones
http://creativecommons.org/licenses/by-nc-nd/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Propósitos y Representaciones
http://creativecommons.org/licenses/by-nc-nd/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidad San Ignacio de Loyola S.A.
publisher.none.fl_str_mv Universidad San Ignacio de Loyola S.A.
dc.source.none.fl_str_mv Propósitos y Representaciones. Journal of Educational Psychology; Vol. 9 (2021): Special Multidisciplinary Number: Educational practices and teacher training; e808
Propósitos y Representaciones; Vol. 9 (2021): Special Multidisciplinary Number: Educational practices and teacher training; e808
Propósitos y Representaciones; Vol. 9 (2021): Special Multidisciplinary Number: Educational practices and teacher training; e808
2310-4635
2307-7999
10.20511/pyr2020.v9nSPE1
reponame:Revista USIL - Propósitos y Representaciones
instname:Universidad San Ignacio de Loyola
instacron:USIL
reponame_str Revista USIL - Propósitos y Representaciones
collection Revista USIL - Propósitos y Representaciones
instname_str Universidad San Ignacio de Loyola
instacron_str USIL
institution USIL
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repository.mail.fl_str_mv mail@mail.com
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