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dc.contributor.authorTsurkan, Liudmyla
dc.date.accessioned2023-04-20T08:16:41Z
dc.date.available2023-04-20T08:16:41Z
dc.date.issued2023-03-03
dc.identifier.citationLiudmyla Tsurkan, Mykola Dubinka, Nataliia Savchenko, Lidiia Slipchyshyn, Mykhailo Kalenyk (2023). Gamification in developing readiness for self-fulfillment in students of higher educational institutions .Journal for Educators, Teachers and Trainers,Vol. 14(1). 279-289.[DOI: 10.47750/jett.2023.14.01.024]es_ES
dc.identifier.urihttps://hdl.handle.net/10481/81126
dc.description.abstractThe aim of the article is to study the peculiarities of the issue of gamification when developing readiness for self-fulfillment in students of higher educational institutions (HEIs) in the course of education. Methods. The research involved testing, factor analysis, and statistical data processing. The following research methods were used: the Ryff Scales of Psychological Well-Being (RPWB); the Personal Orientation Inventory (POI). Reliability of tools and methods was determined using Cronbach’s α. Statistical data were processed using Spearman’s correlation coefficient and Fisher’s test. Results. The following results were obtained during the research. The Self-acceptance Scale has the lowest arithmetic mean, which is also within the lower manifestation limit. There are no high indicators on this scale. The largest share of the sample — 61.25% — has a medium self-acceptance level, of which 32.5% are students of the experimental group (EG), and 28.75% are students of the control group (CG). Conclusions. Based on the obtained data, it is possible to unequivocally assert the effectiveness of gamification in developing students’ readiness for self-fulfillment. Prospects. It is necessary to continue the search for effective means of developing readiness for self-fulfillment in order to take into account the individual characteristics of each student.es_ES
dc.language.isoenges_ES
dc.publisherUniversidad de Granadaes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectInnovative educationes_ES
dc.subjectEducational technologieses_ES
dc.subjectEffective methodologyes_ES
dc.subjectHigher educationes_ES
dc.titleGamification in developing readiness for self-fulfillment in students of higher educational institutionses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.doi10.47750/jett.2023.14.01.024
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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