ԽԱՂԱՅՆԱՑՄԱՆ ՏԵԽՆՈԼՈԳԻԱՅԻ ԴԵՐԸ ԱԿՏԻՎ ՈՒՍՈՒՑՄԱՆ ԳՈՐԾԸՆԹԱՑՈՒՄ

dc.contributor.author ԵԼԵՆԱ ԲԱՅՏԱԼՅԱՆ
dc.date.accessioned 2025-10-31T11:40:52Z
dc.date.available 2025-10-31T11:40:52Z
dc.date.issued 2025
dc.description DOI: 10.51307/182931072015233260-25.71-53
dc.description.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.
dc.identifier.issn 1829-3107
dc.identifier.uri https://dspace.brusov.am/handle/123456789/2045
dc.language.iso other
dc.publisher Lingva
dc.relation.ispartofseries PEDAGOGY AND SOCIAL SCIENCES ; 2(71)
dc.title ԽԱՂԱՅՆԱՑՄԱՆ ՏԵԽՆՈԼՈԳԻԱՅԻ ԴԵՐԸ ԱԿՏԻՎ ՈՒՍՈՒՑՄԱՆ ԳՈՐԾԸՆԹԱՑՈՒՄ
dc.title.alternative THE ROLE OF GAMIFICATION TECHNOLOGY IN THE ACTIVE LEARNING PROCESS
dc.type Article
dspace.entity.type
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