Creation of a Distance Communication Channel With Gamification Elements

Creation of a Distance Communication Channel With Gamification Elements

Alona Yuriivna Yurzhenko, Julia Yuriivna Bevzenko, Olena Yuriivna Kononova
DOI: 10.4018/978-1-6684-4287-6.ch012
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Abstract

The chapter investigates the ways of a distance communication channel with gamification elements created in the electronic educational environment of maritime higher education institutions. The example of the gamified educational electronic environment on LMS Moodle is presented in the chapter. The chapter also gives examples of gamified activities on LMS Moodle to form communicative competency of future maritime professionals. The distance communication channel presented in the chapter contains the use of a social virtual reality platform. The static 360-degree virtual environment with a 2D video stream for English classes was analyzed. According to the received results, the quality and success of training increased. The use of gamification proved useful and helpful in the distance education of future maritime specialists.
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Background

Education today is becoming an area that is capable of progress through the use of the gamification method thanks to clear parallels between learning and playing. If we play game we pass the levels, then according to the results of the learning we proceed to the next course. Games are based on overcoming obstacles. Learning is based on surrender examination session. Both during the game and during learning we get new knowledge and skills. In both cases, a very significant element is social interaction. Gamification not only uses game elements and game design techniques in non-game contexts (Werbach & Hunter, 2012), but also empowers and engages the learner with motivational skills towards a learning approach and sustaining a relax atmosphere.

Key Terms in this Chapter

E-Teaching: Is training of students using various electronic media (e.g., LMS).

Augmented Reality: Is an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, etc. delivered via technology.

BigBlueButton: Is an open source web conferencing solution for e-learning that provides real-time sharing of audio, video, slides, whiteboard, chat and screen.

Gamification Elements: Are the components that make up gamification (badges, leaderboards, maps, avatars, etc.).

Electronic Educational Resources: Are educational resources, represented in digital form.

Gamification: Is the technology with the help of which game mechanics are added into nongame environment.

Maritime English: Is the English language used by seafarers both at sea and in port and by individuals working in the shipping and shipbuilding industry.

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