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Item Open Access THE EFFECTIVENESS OF GAMIFICATION ON LANGUAGE LEARNING IN HIGHER EDUCATION CONTEXT(2022 International Young Scholars' Conference, 2022) D. RaiymkulovaAbstract. The higher education system is currently facing outdated methods of language teaching. It is well established that today's students are technology-oriented and prone to mixing game elements with learning subjects. Gamification is a practical method in language teaching and other areas of education. The goal of this study is to determine the effects of using appropriate gamification methodsin language learning in a higher education context and find out the students’ perception toward gamifying the language disciplines. In this context, appropriate gamification methods mean suitable and modern game tools for students of the growing generation. To explore the existing study, an online questionnaire survey with several open-ended questions was distributed to undergraduate third-year students of a language specialty. The participants were selected according to their language disciplines, understanding of gamification, and experience in specific subjects. The results showed a positive perception and impact on changing and variation of the gamification method. Based on the qualitative analysis, it concluded that using meaningful and practical game elements are important factors to consider when designing the lesson plan for higher education students of a language specialty. Teachers' perception of gamification language disciplines should be taken into account for further development of the study.Item Open Access THE LACK OF GAMIFICATION METHODS IN E-LEARNING(2021 International Young Scholars' Conference, 2021) Alimanova M.; Karazhan B.E-learning is rapidly growing as an essential part of our life due to the pandemic. The lack of involvement and motivation within students during lessons is the main weakness of distance learning. Due to engagement issues at online conversations, students often do not attend classes or tend to mute lessons on the hardware level. Ignoring these problems can cause a decline in the level of education and the emergence of untrained personnel. This article discusses problems of E-Learning such as the lack of motivation and involvement, then examines the need for research on gamification in education that would be one of the solutions to these problems. Also, it considers the method of using virtual reality in education as a possible solution. The article aims to analyze these issues and appropriate studies on this subject to identify the lack of proper research on gamification in education. The majority of the proposed researches were conducted at the pre-pandemic time. Therefore, this field requires researches to identify new methods of the learning process that would be applicable in the modern world of online education.