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Gamification of educational content under blended learning in medical schools

Baeva Tamara Akhmatovna  (PhD, Assoc. Prof., North-Western State I.I. Mechnikov Medical University (St. Petersburg))

Kuriseva Anna Vladimirovna  (Teaching Assistant, North-Western State I.I. Mechnikov Medical University (St. Petersburg))

Sitnikova Anastasia Andreevna  (Teaching Assistant, North-Western State I.I. Mechnikov Medical University (St. Petersburg))

The article considers the concept of gamification, its content in the educational settings and the structure of content organization according to its implementation strategy. A review of specific characteristics of gamified content and main principles of its development for the discipline “Foreign language” has been made. The article analyzes LMS Moodle, the most popular learning platform at universities, which maintains generally accepted standards for e-learning. The authors suggest using role-playing game platform Classcraft, that compensates deficiency in gamification of distant learning process, and describe the experimental study based on it. The conclusions demonstrate that gaming activities stimulate visualization of independent learning activities of students, raise their studying motivation due to their involvement to the gaming process and breakdown of psychological barrier that had a positive effect on academic performance of medical students in discipline “Foreign language”.

Keywords:e-learning, gamification, LMS Moodle, educational role-playing game Classcraft.

 

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Citation link:
Baeva T. A., Kuriseva A. V., Sitnikova A. A. Gamification of educational content under blended learning in medical schools // Современная наука: актуальные проблемы теории и практики. Серия: ГУМАНИТАРНЫЕ НАУКИ. -2021. -№09/2. -С. 23-27 DOI 10.37882/2223-2982.2021.09-2.03
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