Titulo:

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

Guardado en:

2307-7999

2310-4635

9

2020-12-13

e808

e808

Propósitos y Representaciones - 2021

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http://purl.org/coar/access_right/c_abf2

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spelling 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
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institution UNIVERSIDAD SAN IGNACIO DE LOYOLA
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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.
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url https://revistas.usil.edu.pe/index.php/pyr/article/view/808
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