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Authors: Anastasiia Tokarieva 1 ; Nataliia Volkova 2 ; Inna Chyzhykova 1 ; 2 and Olena Fayerman 2

Affiliations: 1 University of Customs and Finance, 2/4 Volodymyra Vernadskoho Str., Dnipro, 49000, Ukraine ; 2 Alfred Nobel University, 18 Sicheslavska Naberezhna Str., Dnipro, 49000, Ukraine

Keyword(s): Computer-Mediated Communication, Educational Digitalisation, Gamification, Serious Video Games, Inclusive Education, Socionomics.

Abstract: Digimodernism and videoludification are the key drivers of present social transformations. Digital pedagogy, gamification, game-based learning and serious video games (SVGs) supported by computer-mediated communication (CMC) come to the foreground. Theoretical overview of the CMC, discussion of SVGs for e-learning in the time of the quarantine, two cases of SVGs’ implementation into educational contexts, efficiency measurement of this implementation, comparison of obtained results with previous data are the aims of this article. To achieve these aims, qualitative and quantitative research methods were applied. We defined ‘distance learning’, ‘e-learning’ based on CMC, collected their characteristics, quality parameters and modes. We revised our previous work empirical data and conclusions. Later, we analysed ‘gamification’, ‘game-based learning’, ‘serious video games’ in contemporary education, presented two case studies of digital games’ integration into educational process. We used a feedback form, a questionnaire, and a survey to measure the efficiency of the e-learning courses. We proved that they serve as informative quantitative measurement. We emphasised the topicality of the options for reorganising and refining distance and e-learning and brought forward the idea about the new vision of distance and e-learning, gamification of educational process and serious video games as one more variation of CMC that must drive our decisions about the use of technology, not vice versa. Therefore, the need to develop teacher-training programs to help educators understand, design, evaluate and apply CMC and gamified learning applications is set up as the vector of future work. (More)

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Paper citation in several formats:
Tokarieva, A.; Volkova, N.; Chyzhykova, I. and Fayerman, O. (2023). Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education. In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology - AET; ISBN 978-989-758-662-0, SciTePress, pages 515-528. DOI: 10.5220/0012065700003431

@conference{aet23,
author={Anastasiia Tokarieva. and Nataliia Volkova. and Inna Chyzhykova. and Olena Fayerman.},
title={Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education},
booktitle={Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology - AET},
year={2023},
pages={515-528},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0012065700003431},
isbn={978-989-758-662-0},
}

TY - CONF

JO - Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology - AET
TI - Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
SN - 978-989-758-662-0
AU - Tokarieva, A.
AU - Volkova, N.
AU - Chyzhykova, I.
AU - Fayerman, O.
PY - 2023
SP - 515
EP - 528
DO - 10.5220/0012065700003431
PB - SciTePress