USING GAMIFICATION AS AN INNOVATIVE TECHNOLOGY IN TEACHING PROGRAMMING TO FUTURE TEACHERS OF COMPUTER SCIENCE AND MATHEMATICS
Abstract
DOI: https://doi.org/10.26565/2074-8922-2025-85-22
Abstract. Modern military realities require a new organization of the educational process. Scientific and pedagogical workers are faced with the question of forming the readiness of future teachers for innovative activities in the future. One of the options for solving this issue is the use of gamification statistics as an innovative technology.
Previously, game technologies were used in the education of young children (children of early, preschool and primary school age). However, now more and more often game technologies are used in the education of children of middle and senior school age, as well as adults, in particular, higher education students. A game learning environment is immediately perceived by users as something interesting, creative and inspiring, but at the same time the use of such an environment has an educational character. Accordingly, if a game learning environment is perceived in this way by users, then educational tasks with game elements will be perceived differently than ordinary educational tasks, for example, with interest, motivation to create something new. By the way, the use of game elements in educational tasks is defined as gamification.
The article analyzes the scientific works of Ukrainian and foreign scientists, systematizes the results of research, and summarizes the existing experience of using gamification in the educational process. The concept of "gamification" is defined as an innovative technology that provides the use of game elements in a certain area of human activity, including education, in order to form certain knowledge and skills in an accessible learning environment.
Gamified tasks are modeled for teaching programming to future teachers of computer science and mathematics. The developed tasks involve the creation of game projects that can be performed during programming laboratory work. The possibilities of creating projects and scripts for them are presented.
It is determined that the use of gamification in the educational process contributes to the development of creativity, imagination, and critical thinking of future teachers of computer science and mathematics.
In cites: Dushchenko O. (2025). Using gamification as an innovative technology in teaching programming to future teachers of computer science and mathematics. Problems of Engineering Pedagogic Education, (85), 253-265. https://doi.org/10.26565/2074-8922-2025-85-22 (in Ukrainian)
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