Gamification of the Educational Process in the Training of Journalists: Practical Opportunities and Results

О. Blashkiv, L. Kominiarska

Abstract


The purpose of the article to investigate various ways of using gamification in education with the help of information technologies in the preparation of students majoring in journalism, to identify the educational challenges of gamification and ways to overcome them.

Research methodology. The research is based on general scientific methods of cognition: analysis, synthesis, generalization – to describe the most popular educational platforms with an analysis of their possibilities for practical application in classes; to determine the main problems that may arise during the implementation of game technologies and ways to overcome them. Systemic, structural and functional methods were also used in the course of the research, with the help of which the design of an educational case of using the technology of gamification was built..

The results. Different ways of using gamification in education with the help of information technologies in training students in the specialty «journalism» were studied. An audit of the most popular educational platforms was carried out with an analysis of their possibilities for practical use in classes.

The main problems that may arise during the implementation of game technologies are highlighted: lack of a clear understanding of the gamification process, excessive emphasis on rewards and points, the inability to integrate gamification into the curriculum and resistance from students or teachers, and a selection of the most relevant tools for solving the main problems with the help of gamification is offered.

The possible results of the application of gamification in education are highlighted, in particular, the main competitive skills of the 21st century are identified, the development of which contributes to the introduction of game elements into the training process of journalists: the ability to do individual and team journalistic work, the ability to show initiative and entrepreneurship, generate new ideas (creativity), take responsibility for decision-making; skills in using information and communication technologies, as well as communication skills. It has been established that interaction with game learning solutions develops the personal traits of students: they begin to better understand and improve time management, empathy, leadership, language fluency, self-awareness, resistance to various challenges, etc.

The scientific novelty of the obtained results lies in the substantiation of the methodology of developing the structure of educational cases using the technology of gamification for the training of specialists in higher educational institutions in the specialty of «journalism»; in offering progressive approaches to learning and expanding their use during practical classes in journalism. The article specifies the issues of the conceptual and categorical apparatus of gamification technology: the concepts of «gamification», «game», «game element» are distinguished.

Practical significance. The results of the research can be used for the development of classes using game technologies, which help to activate the cognitive activity of students, increase the motivation to study, the quality and efficiency of the educational process in the training of future journalists.

Key words: gamification, game, technologies, game element, educational process, platform, service, resource, skills, students.


References


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DOI: http://dx.doi.org/10.32840/cpu2219-8741/2024.1(57).16

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