Game and Gamification: Increasing Learning and Educational Potential in Law Students Training
Relevance. As a way of learning, the game has long been associated with pre-school or primary education. However, in recent years, the process of introducing game-based teaching techniques is a trend that penetrates into the system of higher education. The purpose of this study is to demonstrate that games are ideal educational products suitable for higher education; they provide rapid involvement of students into educational activities. The authors reveal learning and educational significance of gaming technologies in law students training. Methods. When writing the article, both general research methods (observation, analysis, synthesis, comparison, analogy) and particular scientific research techniques (sociological attitude questionnaire) were applied. Results. The authors argues that, on the one hand, game forms have great potential for learning because of their dynamism, adaptability and visibility, which provide high motivation, active user participation and positive learning experience; on the other hand, although educational games are based on practical tasks and practical approaches and contribute to the successful reproduction of knowledge and automation of skills, they do not provide an opportunity to gain a deep and profound understanding of conceptual principles, and theories. The article describes the educational game developed by the authors, which will be used in the process of training at the Department of Criminal Procedure and Criminology of Southwest State University (Russia, Kursk). Conclusion. The authors conclude that gaming technology cannot be considered as an alternative to established academic education and does not imply a rejection of traditional sources of information such as lectures, textbooks, etc. Only a combination and a reasonable balance between the traditional approach and modern technology will allow us to build a proper and effective learning process.