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...
| Autores: | , , , , |
|---|---|
| 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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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 |
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Copyright (c) 2021 Propósitos y Representaciones http://creativecommons.org/licenses/by-nc-nd/4.0 |
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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 |
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Revista USIL - Propósitos y Representaciones |
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Revista USIL - Propósitos y Representaciones |
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Universidad San Ignacio de Loyola |
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USIL |
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USIL |
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mail@mail.com |
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13.934021 |
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).
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).