Abstract
Boosting motivation is a challenging task on the way of additional productivity, especially considering new generations Y and Z. In this paper we combine set of methods from process management, pedagogics and psychology to develop an interactive gamification process and test it for generations Y and Z currently studying in the leading Russian university. The efficiency of approach is demonstrated on several models and authors suggest ways how to implement them.
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Notes
- 1.
http://codewards.ru (accessed 03.03.2019).
- 2.
http://school2100.com/school2100/about/pedagogika.php (accessed 01.03.2019).
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Appendix A1
Appendix A1
After completing the course, the students were asked to undergo a survey consisting of the following questions from the perspective of cognitive, psychological and social characteristics:
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1.
Evaluate the course content:
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(a)
Material difficult to understand
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(b)
Material partially understandable
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(c)
Few practical examples and exercises
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(d)
Material examined surface
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(e)
Material is untrue
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(a)
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Evaluate a course instructor:
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(a)
The teacher did not prepare the material properly
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(b)
No adequate explanation
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(c)
Skipped slides
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(d)
Lack of knowledge from the teacher
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(e)
The lack of feedback from the teacher
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Insufficient additional materials
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(a)
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3.
Work in the classroom during practical training
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(a)
Lack of communication with students
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(b)
Lack of understanding of theoretical material
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The lack of discussion in the classroom
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A formal approach
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(e)
There should be more practical work.
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(a)
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Bilinkis, J., Gromoff, A., Gorchakov, Y. (2019). Boosting Motivation Through Process Gamification: Evidence from Higher Education. In: Uden, L., Liberona, D., Sanchez, G., RodrÃguez-González, S. (eds) Learning Technology for Education Challenges. LTEC 2019. Communications in Computer and Information Science, vol 1011. Springer, Cham. https://doi.org/10.1007/978-3-030-20798-4_5
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