Actuality of the urgency of developing methods for using gamification and gaming technology in the management systems of training

  • Anton I. Govorov Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, Saint Petersburg, Russia
  • Marina M. Govorova Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, Saint Petersburg, Russia
  • Yuliya O. Valitova Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, Saint Petersburg, Russia
Keywords: E-learning, gamingtechnology, gamification, motivation

Abstract

In this article it is discuss the issue of determining the relevance of the development the methodology for the application of learning management systems with elements of gamemology and gaming technologies that provide cognitive motivation for students.

In order to determine the most popular means of gamification and gaming technologies, the authors consider the structure and functional of the training management system Academy LMS, Accord LMS, Axonify, Expertus, which widely use gamification and gaming technologies to increase the level of motivation of trainees. Specialists from SCVNGR [13] (developer of social games for mobile platforms) published a list of game mechanics in 2010, which, in the opinion of the authors, it is possible to develop games that can later become popular. Based on the game mechanic from the specialists of SCVNGR the authors of this article analyzed each game mechanics, and concluded that it is possible to apply these mechanics in the management systems of training.

Based on the results of the search and review of the training systems using the technologies under consideration and the review of game mechanics used in computer games, there are proposed a number of functional features of the use of gaming and gaming technologies in the management systems of training, the relevance of which were confirmed by the questionnaire survey of students of higher and secondary professional educational institutions, as direct consumers of educational services.

Author Biographies

Anton I. Govorov, Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, Saint Petersburg, Russia

Saint Petersburg National Research University of Information Technologies, Mechanics and Optics; 199034 Russia, Sankt-Peterburg, Birzhevaya Liniya, 14-16, office 309, antongovorov@gmail.com

Marina M. Govorova, Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, Saint Petersburg, Russia

Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, maran77@mail.ru

Yuliya O. Valitova, Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, Saint Petersburg, Russia

Saint Petersburg National Research University of Information Technologies, Mechanics and Optics, julijawal@gmail.com

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Published
2018-04-27
How to Cite
Govorov, A. I., Govorova, M. M., & Valitova, Y. O. (2018). Actuality of the urgency of developing methods for using gamification and gaming technology in the management systems of training. Computer Tools in Education, (2), 39-54. https://doi.org/10.32603/2071-2340-2018-2-39-54
Section
Computers in the teaching process