ԽԱՂԱՅՆԱՑՄԱՆ ՏԵԽՆՈԼՈԳԻԱՅԻ ԴԵՐԸ ԱԿՏԻՎ ՈՒՍՈՒՑՄԱՆ ԳՈՐԾԸՆԹԱՑՈՒՄ
ԽԱՂԱՅՆԱՑՄԱՆ ՏԵԽՆՈԼՈԳԻԱՅԻ ԴԵՐԸ ԱԿՏԻՎ ՈՒՍՈՒՑՄԱՆ ԳՈՐԾԸՆԹԱՑՈՒՄ
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Date
2025
Authors
ԵԼԵՆԱ ԲԱՅՏԱԼՅԱՆ
Journal Title
Journal ISSN
Volume Title
Publisher
Lingva
Abstract
The article examines gamification technologies in the field of Higher
Education. In the age of digital access, it takes a lot of effort to keep learners
engaged and motivated.
In this context, gamification is defined as an innovative approach that
has been used in education in the last decade. Based on the literature review
in the field, the most popular elements of gamification in higher education are
presented categorizing them in 3 major groups: surface elements, underlying
dynamics, gaming experience.
The article discusses how gamification influences student engagement
and motivation in higher education.
Description
DOI: 10.51307/182931072015233260-25.71-53