Foreign experience in the development of gamification strategies in the training of digital technology specialists
Abstract
The article systematizes existing approaches to the interpretation of
the concept of "gamification": psychological approach, education
approach, social approach, technological approach, economic
approach, cognitive approach. Each of the listed approaches
emphasizes different aspects and advantages of the concept of
"gamification". The article also identifies the specifics of the
introduction of gamification strategies in the process of training
digital technology specialists in different countries: the USA, Great
Britain, Sweden, Norway, Australia, Canada and Japan. In addition,
research has shown that gamification in education abroad makes
the learning process more interactive, engaging students and
increasing their motivation. Analyzing this information, it was
determined that a common characteristic of the use of gamification
strategies in the training of digital technology specialists is the
mandatory use of various digital technologies, namely: Coursera
and edX, Codecademy, Khan Academy, Google Digital Garage,
Microsoft Learning Pathways, Hackathons and competitions and
virtual simulations. At the same time, the use of gamification
strategies in the process of training specialists in digital technologies
implies the existence of a number of problems: different educational
goals, technological barriers, lack of proper training of teachers,
psychological pressure, uncertainty in motivation, limited
adaptation, difficulty in measuring effectiveness, games (not for
everyone), expenditure of resources, cultural differences.
To determine the effective methods by which it is expedient to
evaluate the impact of gamification on the educational process of
training specialists in digital technologies, the following methods
were determined: quantitative methods, qualitative methods,
observation, comparative analysis, data analysis from educational
platforms, self-assessment methods. These methods allow to get a
comprehensive view of the impact of gamification on educational
outcomes, taking into account both quantitative and qualitative
aspects of the educational process.