Gamification in education

This article surveys the main directions of gamification of education. Using a typology of formation of educational space in relation to the virtual space when creating educational computer games (Whitton N. 2009), it shows the degree of involvement of educational computer and video games in educati...

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Main Author: Belkin Ph.A.
Format: Article
Language:Russian
Published: Moscow State University of Psychology and Education 2016-06-01
Series:Современная зарубежная психология
Subjects:
Online Access:http://psyjournals.ru/files/83892/jmfp_2016_n_3_Belkin.pdf
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author Belkin Ph.A.
author_facet Belkin Ph.A.
author_sort Belkin Ph.A.
collection DOAJ
description This article surveys the main directions of gamification of education. Using a typology of formation of educational space in relation to the virtual space when creating educational computer games (Whitton N. 2009), it shows the degree of involvement of educational computer and video games in education of modern children in Sweden, Finland, Australia, USA and many other countries. It marks a re-orientation of this type of games from the needs of an adult in connection to a child, in direction of the child's needs. It shows that the questions of development of effective, environmentally friendly and at the same time securely motivated educational computer and video games, as well as the question of their impact on child's development in long perspective remains open. In addition, the article states that psychological research of educational tools’ gamification is aimed primarily at addressing the problem of dyslexia, leaving unstudied such specific problems of children as dyscalculia, or the effect of education when mediated by virtual space.
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spelling doaj.art-35b0f594a2e64f66b159a050aaf9ce372022-12-21T19:45:56ZrusMoscow State University of Psychology and EducationСовременная зарубежная психология2304-49772016-06-0152283410.17759/jmfp.2016050302Gamification in educationBelkin Ph.A.0Moscow State University of Psychology and EducationThis article surveys the main directions of gamification of education. Using a typology of formation of educational space in relation to the virtual space when creating educational computer games (Whitton N. 2009), it shows the degree of involvement of educational computer and video games in education of modern children in Sweden, Finland, Australia, USA and many other countries. It marks a re-orientation of this type of games from the needs of an adult in connection to a child, in direction of the child's needs. It shows that the questions of development of effective, environmentally friendly and at the same time securely motivated educational computer and video games, as well as the question of their impact on child's development in long perspective remains open. In addition, the article states that psychological research of educational tools’ gamification is aimed primarily at addressing the problem of dyslexia, leaving unstudied such specific problems of children as dyscalculia, or the effect of education when mediated by virtual space.http://psyjournals.ru/files/83892/jmfp_2016_n_3_Belkin.pdfeducationgamificationcomputer and video gamestutoringimmersionvirtual spacedyslexiadyscalculiaMinecraftEduGraphogame
spellingShingle Belkin Ph.A.
Gamification in education
Современная зарубежная психология
education
gamification
computer and video games
tutoring
immersion
virtual space
dyslexia
dyscalculia
MinecraftEdu
Graphogame
title Gamification in education
title_full Gamification in education
title_fullStr Gamification in education
title_full_unstemmed Gamification in education
title_short Gamification in education
title_sort gamification in education
topic education
gamification
computer and video games
tutoring
immersion
virtual space
dyslexia
dyscalculia
MinecraftEdu
Graphogame
url http://psyjournals.ru/files/83892/jmfp_2016_n_3_Belkin.pdf
work_keys_str_mv AT belkinpha gamificationineducation