THE USE OF GAMIFICATION IN TEACHING SUBJECTS IN THE SPECIALTY "WATER BIORESOURCES AND AQUACULTURE"

Authors

DOI:

https://doi.org/10.30890/2709-1783.2024-36-00-022

Keywords:

gamification, digital tools, education, water bioresources and aquaculture

Abstract

The use of digital game-based learning tools is significantly increasing due to the growing transition to virtual learning and the opportunities to acquire practical skills in artificial conditions. The research methodology is a literature review of exist

References

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Aguilera, E., & de Roock R. (2022). Digital game-based learning: Foundations, applications, and origins of digital game-based learning and related terms. Oxford Research Encyclopedias. https://doi.org/10.1093/acrefore/9780190264093.013.1438

Barwood, D., Smith, S., Miller, M., Boston, J., Masek, M., & Devine, A. (2020). Transformational game trial in nutrition education. Australian Journal of Teacher Education, 45(4), 18-29 DOI: 10.14221/ajte.2020v45n4.2

Chen, C.-H., Shih, C.-C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): A meta-analysis. Educational Technology Research and Development, 68(4), 1855-1873. https://doi.org/10.1007/s11423-020-09794-1

Published

2024-12-30

How to Cite

Hubanova, N. (2024). THE USE OF GAMIFICATION IN TEACHING SUBJECTS IN THE SPECIALTY "WATER BIORESOURCES AND AQUACULTURE". SWorld-Ger Conference Proceedings, 1(gec36-00), 113–115. https://doi.org/10.30890/2709-1783.2024-36-00-022