ԽԱՂԱՅՆԱՑՄԱՆ ՏԵԽՆՈԼՈԳԻԱՅԻ ԴԵՐԸ ԱԿՏԻՎ ՈՒՍՈՒՑՄԱՆ ԳՈՐԾԸՆԹԱՑՈՒՄ

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Date
2025
Authors
ԵԼԵՆԱ ԲԱՅՏԱԼՅԱՆ
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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.
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DOI: 10.51307/182931072015233260-25.71-53
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