volume 53 issue 2 pages 104687812210759

Modern Technologies and Gamification in Historical Education

Publication typeJournal Article
Publication date2022-02-25
scimago Q2
wos Q2
SJR0.496
CiteScore3.9
Impact factor1.8
ISSN10468781, 1552826X
Computer Science Applications
General Social Sciences
Abstract
Background

The study aims to consider the prospect possibilities of gamification in historical education and its influence on the development of key professional competencies of workers necessary in current condition of humanitarian sphere development.

Methods

An experimental study theoretically substantiates the prospects for the gamification of education on the example of history education, in which 40 students from the Рeoples’ Friendship University of Russia and Sechenov First Moscow State Medical University took part. A pedagogical model of gamified history study has been developed and implemented into a 3-month online learning course “Technology for constructing historical interpretations.” The following technological tools were used to support the implementation of gamified learning: the Academy Learning Management System (LMS), the Facebook social network, social media information resources, augmented and virtual reality technologies. A survey was conducted on the Academy LMS platform, in which students were asked to assess the promising opportunities for the impact of gamified learning on the development of key professional competencies in terms of the degree of influence.

Results

The research results confirmed that the creation of a joint creative and expanded gaming experience leads to the acquisition of practical knowledge and allows learners to acquire skills that are highly relevant for professionals of the 21st century. The students confirmed that educational progress was achieved due to the effective organization of their learning activities, group changeover at the stages of developing historical interpretations, and gamification, which caused a feeling of excitement and qualitatively influenced the desire to achieve the best educational results. Gamified learning allowed educators to keep students' interest in the subject of study.

Conclusions

According to the results of a survey of students at the end of the course, it was concluded that gamification in history education has a positive effect on the evolutionary development of a personality adaptive to the socio-economic conditions of the 21st century. A model of the evolutionary vertical and horizontal development of the personality has been described.

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GOST |
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GOST Copy
Moseikina M., Toktamysov S., Danshina S. Modern Technologies and Gamification in Historical Education // Simulation and Gaming. 2022. Vol. 53. No. 2. p. 104687812210759.
GOST all authors (up to 50) Copy
Moseikina M., Toktamysov S., Danshina S. Modern Technologies and Gamification in Historical Education // Simulation and Gaming. 2022. Vol. 53. No. 2. p. 104687812210759.
RIS |
Cite this
RIS Copy
TY - JOUR
DO - 10.1177/10468781221075965
UR - https://journals.sagepub.com/doi/10.1177/10468781221075965
TI - Modern Technologies and Gamification in Historical Education
T2 - Simulation and Gaming
AU - Moseikina, Marina
AU - Toktamysov, Saken
AU - Danshina, Svetlana
PY - 2022
DA - 2022/02/25
PB - SAGE
SP - 104687812210759
IS - 2
VL - 53
SN - 1046-8781
SN - 1552-826X
ER -
BibTex |
Cite this
BibTex (up to 50 authors) Copy
@article{2022_Moseikina,
author = {Marina Moseikina and Saken Toktamysov and Svetlana Danshina},
title = {Modern Technologies and Gamification in Historical Education},
journal = {Simulation and Gaming},
year = {2022},
volume = {53},
publisher = {SAGE},
month = {feb},
url = {https://journals.sagepub.com/doi/10.1177/10468781221075965},
number = {2},
pages = {104687812210759},
doi = {10.1177/10468781221075965}
}
MLA
Cite this
MLA Copy
Moseikina, Marina, et al. “Modern Technologies and Gamification in Historical Education.” Simulation and Gaming, vol. 53, no. 2, Feb. 2022, p. 104687812210759. https://journals.sagepub.com/doi/10.1177/10468781221075965.