Titulo:
Game technologies as a means of increasing the educational motivation of university students
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Guardado en:
2307-7999
2310-4635
9
2020-12-13
e808
e808
Propósitos y Representaciones - 2021
info:eu-repo/semantics/openAccess
http://purl.org/coar/access_right/c_abf2
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Game technologies as a means of increasing the educational motivation of university students Game technologies as a means of increasing the educational motivation of university students 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. Tsyganova, 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. 9 SPE1 Núm. SPE1 , Año 2021 : Número especial: Prácticas educativas y formación docente Artículo de revista Journal article 2020-12-13T00:00:00Z 2020-12-13T00:00:00Z 2020-12-13 application/pdf Carrera de Psicología, Universidad San Ignacio de Loyola, Lima, Perú. Propósitos y Representaciones 2307-7999 2310-4635 https://revistas.usil.edu.pe/index.php/pyr/article/view/808 10.20511/pyr2021.v9nSPE1.808 https://doi.org/10.20511/pyr2021.v9nSPE1.808 eng https://creativecommons.org/licenses/by-nc-sa/4.0/ Propósitos y Representaciones - 2021 e808 e808 https://revistas.usil.edu.pe/index.php/pyr/article/download/808/1138 info:eu-repo/semantics/article http://purl.org/coar/resource_type/c_6501 http://purl.org/coar/resource_type/c_2df8fbb1 http://purl.org/redcol/resource_type/ART info:eu-repo/semantics/publishedVersion http://purl.org/coar/version/c_970fb48d4fbd8a85 info:eu-repo/semantics/openAccess http://purl.org/coar/access_right/c_abf2 Text Publication |
institution |
UNIVERSIDAD SAN IGNACIO DE LOYOLA |
thumbnail |
https://nuevo.metarevistas.org/USIL/logo.png |
country_str |
Perú |
collection |
Propósitos y Representaciones |
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. Zubkova, Yana V. Bystrova, Natalia V. Kutepova, Lyubov I. Kutepov, Maxim M. 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 |
title_eng |
Game technologies as a means of increasing the educational motivation of university students |
description_eng |
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.
|
author |
Tsyganova, Larisa V. Zubkova, Yana V. Bystrova, Natalia V. Kutepova, Lyubov I. Kutepov, Maxim M. |
author_facet |
Tsyganova, Larisa V. Zubkova, Yana V. Bystrova, Natalia V. Kutepova, Lyubov I. Kutepov, Maxim M. |
topic |
competence educational motivation game technology professional education professional competence professional preparation. |
topic_facet |
competence educational motivation game technology professional education professional competence professional preparation. |
citationvolume |
9 |
citationissue |
SPE1 |
citationedition |
Núm. SPE1 , Año 2021 : Número especial: Prácticas educativas y formación docente |
publisher |
Carrera de Psicología, Universidad San Ignacio de Loyola, Lima, Perú. |
ispartofjournal |
Propósitos y Representaciones |
source |
https://revistas.usil.edu.pe/index.php/pyr/article/view/808 |
language |
eng |
format |
Article |
rights |
https://creativecommons.org/licenses/by-nc-sa/4.0/ Propósitos y Representaciones - 2021 info:eu-repo/semantics/openAccess http://purl.org/coar/access_right/c_abf2 |
type_driver |
info:eu-repo/semantics/article |
type_coar |
http://purl.org/coar/resource_type/c_6501 |
type_version |
info:eu-repo/semantics/publishedVersion |
type_coarversion |
http://purl.org/coar/version/c_970fb48d4fbd8a85 |
type_content |
Text |
publishDate |
2020-12-13 |
date_accessioned |
2020-12-13T00:00:00Z |
date_available |
2020-12-13T00:00:00Z |
url |
https://revistas.usil.edu.pe/index.php/pyr/article/view/808 |
url_doi |
https://doi.org/10.20511/pyr2021.v9nSPE1.808 |
issn |
2307-7999 |
eissn |
2310-4635 |
doi |
10.20511/pyr2021.v9nSPE1.808 |
citationstartpage |
e808 |
citationendpage |
e808 |
url2_str_mv |
https://revistas.usil.edu.pe/index.php/pyr/article/download/808/1138 |
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1811200483031777280 |