The Use of Game Mechanics in E-Learning
This article discusses the use of game mechanics in e-learning. Various game educational resources which will help students to expand a circle of the interests were considered. Three categories of gamification are determined. Shortcomings in gamification are revealed and ways of their elimination are offered. Currently, various game educational resources allow using them taking into account age characteristics, interests, level of abilities and knowledge of students. Games, as a means of effective interaction between teachers and students, can give us the opportunity to better develop children’s communication skills, increase motivation, give modern practical knowledge and abandon the outdated testing system. The ultimate success of such technologies will depend on how well innovation can address the shortcomings of the education system and meet the growing needs of society. The purpose is to consider the use of game mechanics in e-learning. The objectives are: - to consider the various resources in teaching; - to consider types of categories in gamification; - to consider the disadvantages of gamification and propose methods to solve them. The hypothesis of research is that game mechanics is an effective method of solving problems with learning in schoolchildren and students, and will help them to simplify their learning with the help of electronic educational resources. The research methods include analysis, synthesis, generalization of reference and scientific literature, research methods. The findings are as follows: methods of gamification are considered. The research on the questions of the development of gamification in e-learning is conducted. The conditions for their elimination are proposed.