Year: 2022
Type: article
Abstract: This article discusses means of gamification elements, used in order to achieve higher learners, satisfaction level in the online studying process. Moodle is represented as an exemplary system, due to its widespread usage in educational institutions. First, premises of desirable learner; behavior is set up, and the second means of creating a dynamic environment for both students and teachers, mostly for receiving quick feedback and therefore boosting motivation. Moodle plug-ins for gamifying the environment are laid out along with proposed factors for analysis of their influence.
Authors: Volodymyr But, Anastasiia Horozhankina
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W4292098985
