Students’ Satisfaction with Interactive Forms of Training with Elements of Gamification

  • Authors

    • Tatiana S. Demchenko
    • Mikhail V. Vinichenko
    • Maksim V. Demchenko
    • Irina Y. Ilina
    • Natalya V. Buley
    • Elena V. Duplij
    2018-12-03
    https://doi.org/10.14419/ijet.v7i4.38.24333
  • Classes, Higher education institution (HEI), Interactivity, Gamification, Satisfaction, Students.
  • Abstract

    The article considers students' satisfaction with interactive forms of training with elements of gamification. Based on the empirical study, the level of students’ satisfaction with interactive forms of training with elements of gamification has been measured. The study has been conducted at 6 educational organizations that carry out educational activities on educational programs of higher education – bachelor, specialist and master degree programs. A set of sociological methods has been used in the study: a questionnaire survey of students, an expert survey of teachers working at higher education institutions, an analysis of documents; content analysis; a method of mathematical data processing (correlation analysis, using the software package SPSS Statistics 23). Based on the analysis of the scientific literature and the results of the sociological research conducted, it has been established that the students are more satisfied with the quality of interactive sessions with elements of gamification (57.01%) than with the quality of training by traditional methods (23.36%) and the quality of the content of classes conducted by traditional methods (19.63%). It has been revealed that the use of interactive forms of training with elements of gamification is the most effective: to increase the effectiveness of mastering the training material (20%); for decision-making (17.33%); to heighten interest in learning (15.33%). The closeness of the views of students and teachers on the assessment of interactive forms of training with elements of gamification and assessment of classes conducted by traditional methods has been determined by means of Spearman's rank correlation coefficient. The obtained data of the correlation analysis have shown a rather high level of correlation and indicated the closeness of the views of students and teachers on the phenomena studied.

     

     

  • References

    1. [1] Demcheko TS, Karácsony P, Ilina IY, Vinichenko MV & Melnichuk AV (2017), Self-Marketing of Graduates of High Schools and Young Specialists in the System of Personnel Policy of the Organization. Modern Journal of Language Teaching Methods, 7(9).

      [2] Gostev AN, Demchenko TS & Borisova E (2015), Corruption in the System of Higher Education: Problems and Ways to Prevent Them. Russian Education and Society 57(3), 163-188.

      [3] Gostev AN & Demchenko TS (2014), Russian Traditions in the System of Student Government. Russian Education and Society 56(4), 3-26.

      [4] Buley NV, Demchenko TS, Makushkin SA, Vinichenko MV & Melnichuk AV (2016), Human resource management in the context of the global economic crisis. International Journal of Economics and Financial Issues 6(8S), 160-165.

      [5] Ghazal S, Aldowah H, Umar I & Bervell B (2018), Acceptance and Satisfaction of Learning Management System Enabled Blended Learning Based on a Modified DeLone-McLean Information System Success Model. International Journal of Information Technology Project Management 9(3), 52-71.

      [6] Vinichenko MV, Karácsony P, Demcheko TS, Ilina IY & Makuchkin SA (2017), Improvement of Youth Personnel Policy: Social Inspection (2017). Eurasian Journal of Analytical Chemistry 12(7b), 1069-1077.

      [7] Vinichenko MV, Karácsony P, Demcheko TS, Melnichuk AV & Makuchkin SA (2017), Satisfaction of Employees of Moscow Region Organizations by Implementation of Youth Personnel Policy. Eurasian Journal of Analytical Chemistry 12(5b), 97-704.

      [8] Rogach OV, Frolova EV, Kirillov AV, Bondaletov VV & Vinichenko MV (2016), Development of Favorable Learnıng Envıronment and Labor Protection in the Context of Harmonization of Social Interaction of Educational System Objects. IEJME — Mathematics Education 11(7), 2547-2558.

      [9] Albert LS & Moskowitz DS (2014), Quarrelsomeness in the Workplace: An Exploration of the Interpersonal Construct within the Organizational Context. Organizational Psychology Review 4(1), 27-48.

      [10] Lai H-M, Hsiao Y-L & Hsieh P-J (2018), The Role of Motivation, Ability, and Opportunity in University Teachers’ Continuance Use Intention for Flipped Teaching. Computers and Education 124, 37-50.

      [11] Ferro LS (2018), An Analysis of Players’ Personality Type and Preferences for Game Elements and Mechanics. Entertainment Computing 27, 73-81.

      [12] Suh A, Wagner C & Liu L (2018), Enhancing User Engagement through Gamification. Journal of Computer Information Systems 58(3), 204-213.

      [13] Nousiainen T, Kangas M, Rikala J & Vesisenaho M (2018), Teacher Competencies in Game-Based Pedagogy. Teaching and Teacher Education 74, 85-97.

      [14] Garcia-Sanjuan F, Jurdi S, Jaen J & Nacher V (2018), Evaluating a Tactile and a Tangible Multi-Tablet Gamified Quiz System for Collaborative Learning in Primary Education. Computers and Education 123, 65-84.

      [15] Hsu C-L & Chen M-C (2018), How Does Gamification Improve User Experience? An Empirical Investigation on the Antecedences and Consequences of User Experience and Its Mediating Role. Technological Forecasting and Social Change 132, 118-129.

      [16] Van Benthem J (2018), Computation as Social Agency: What, How and Who. Information and Computation 261, 519-535.

      [17] Malwade S, Abdul SS, Uddin M, Nursetyo AA, Fernandez-Luque L, Zhu X, Cilliers L, Wong CP, Bamidis P & Li Y-CJ (2018), Mobile and Wearable Technologies in Healthcare for the Ageing Population. Computer Methods and Programs in Biomedicine 161, 233-237.

      [18] Timpel P, Cesena FHY, da Silva CC, Romo GM & Roepke RML (2018), Efficacy of Gamification-Based Smartphone Application for Weight Loss in Overweight and Obese Adolescents: Study Protocol for a Phase II Randomized Controlled trial. Therapeutic Advances in Endocrinology and Metabolism 9(6), 167-176.

      [19] Eppmann R, Bekk M & Klein K (2018), Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]. Journal of Interactive Marketing 43, 98-115.

      [20] Özdener N (2018), Gamification for Enhancing Web 2.0 Based Educational Activities: The Case of Pre-Service Grade School Teachers Using Educational Wiki Pages. Telematics and Informatics 35(3), 564-578.

      [21] Chulanova OL, Kucherenko GH, Chulanov DV, Kirillov AV & Melnichuk AV (2017), Crowd-Technology in the Selection of Personnel. European Research Studies Journal XX(4B), 380-397.

      [22] Kabanova EE, Frolova EV, Medvedeva NV, Vinichenko MV & Shimanskaya IY (2016), Cultural and Educational Tourism in the Russian Federation: Basic Problems and Development Resources. International Review of Management and Marketing 6(S5), 206-210.

      [23] Frolova E, Ryabova T & Rogach O (2018), Electronic Educational Environment as the Tool of Manager Student Media Competence Development. Media Education 1, 68-76.

  • Downloads

  • How to Cite

    S. Demchenko, T., V. Vinichenko, M., V. Demchenko, M., Y. Ilina, I., V. Buley, N., & V. Duplij, E. (2018). Students’ Satisfaction with Interactive Forms of Training with Elements of Gamification. International Journal of Engineering & Technology, 7(4.38), 109-111. https://doi.org/10.14419/ijet.v7i4.38.24333

    Received date: 2018-12-18

    Accepted date: 2018-12-18

    Published date: 2018-12-03