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Improving the Efficiency of Using LMS Moodle in the Educational Process by Implementing Gamification Technologies

  • Anna A. Kurochkina,
  • Olga V. Lukina,
  • Sergey V. Krasnov,
  • Anastasiya S. Kalinina

摘要

The global economic crisis due to the pandemic has become a powerful incentive for the introduction of digital technologies in all areas—public administration, business, education, health care and even sports. The relevance of the study is determined by the need to introduce remote and hybrid types of education into educational programs and processes and, accordingly, increase the demand for technological digital platforms that provide a virtual environment to ensure the educational process. The purpose of the study is to explore the possibility of using the functionality of the LMS Moodle system by introducing gamification technologies into the educational process to achieve specific educational goals. The main tasks of the work were to determine the possibility of increasing the level of efficiency of using the LMS Moodle system by introducing gamification technologies into the educational process; classification of gamification elements according to educational goals of different levels; development of an algorithm for introducing IT technology into the educational process. As a methodology, a systematic approach, logical methods were used, namely: analysis, synthesis and comparison, the method of logical interpretation; observation as a method of empirical investigation. The result of the study is the justification of the influence of gamification technology in the educational process by a complex effect on the primary motivation of students based on professional combination and consistent application of mechanics, speakers, levels and components of gamification suitable for achieving a specific educational goal, smoothly flowing into a more conscious—internal motivation.