GAMIFICATION OF TOURISM ACTIVITIES AS A MEANS OF DEVELOPING GAME COMPETENCE IN FUTURE PHYSICAL EDUCATION TEACHERS
Abstract
DOI: https://doi.org/10.26565/2074-8922-2026-86-25
Purpose. The purpose of the study is to provide a theoretical substantiation and experimental verification of the effectiveness of gamification of tourism activities as a means of forming the game competence of future physical education teachers.
Methods. The study was conducted using a set of complementary methods, including theoretical methods (analysis and generalization of scientific sources) and empirical methods (questionnaires, testing, performance of practical tasks, and self-assessment). The experiment involved 47 higher education students majoring in “Secondary Education (Physical Education)”, including 25 students in the control group and 22 in the experimental group. The formative stage involved the implementation of gamification of tourism activities in the experimental group (quests, role-playing tasks, a system of points and levels, and team interaction) within the process of professional training. In the control group, the educational process was carried out using traditional teaching methods. The results were processed using methods of descriptive statistics.
Results. The study identified the structure of the game competence of future physical education teachers, which includes motivational-value, cognitive, activity-practical, and reflexive components. It was established that the implementation of gamification of tourism activities ensured a more pronounced increase in indicators across all components in the experimental group compared to the control group. In particular, the proportion of students with a high level of the motivational component increased to 54.55%, the cognitive component to 50.00%, the activity-practical component to 45.45%, and the reflexive component to 45.45%. The obtained results indicate an increase in the level of motivation, the quality of knowledge, the development of practical skills, and the ability to self-analysis.
Conclusions. It has been proven that gamification of tourism activities is an effective means of forming the game competence of future physical education teachers, provided that it is implemented systematically and pedagogically justified. It ensures the integration of motivational, cognitive, activity-based, and reflexive components of professional training, which confirms the achievement of the stated research purpose.
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References
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