Abstract [eng] |
Incorporating gamification into educational processes is becoming essential for the modern youth accustomed to digital technologies. Students in vocational schools often only engage with content that they find pertinent and intriguing due to a lack of their intrinsic motivation. With the advancements in information technology, education with gamification elements is becoming straightforward; however, the abundance of available tools complicates the selection process. Gamified learning can make the educational experience enjoyable, immersive, and fruitful, equipping students with the necessary knowledge and skills for future achievements. The investigation at Panevėžys training Centre revealed that teachers working with 9-12 grade students have limited experience in integrating game elements into education. Most respondents seldom use gamification and lack comprehensive knowledge about its educational impact. Through the use of feature-based modelling and the creation of a context graph for selecting gamification elements, and after analyzing suitable IT tools, an information technology-based gamification methodology has been developed. According to this methodology, a virtual learning environment for teachers titled "Application of Games" has been designed and implemented at the Panevėžys training Centre. |