Gamification in developing readiness for self-fulfillment in students of Higher Educational Institutions
DOI:
https://doi.org/10.17162/au.v13i3.1525Keywords:
Innovate education, Educational technologies, Effective methodology, Higher education, Psychological well-beingAbstract
The article aims to study the peculiarities of the issue of gamification when developing readiness for self-fulfillment in students of higher educational institution in the course of education. The research involved testing, factor analysis, and statistical data processing. The following research methods were used: the Ryff Scales of Psychological Well-Being; the Personal Orientation Inventory. Reliability of tools and methods was determined using Cronbach’s α. Statistical data were processed using Spearman’s correlation coefficient and Fisher’s test. The following results were obtained during the research. The Self-acceptance Scale has the lowest arithmetic mean, 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% —students of the control group (CG). A low level of self-acceptance is characteristic of 21.25% of students in the control group and 17.5% in the experimental group. Based on the obtained data, it is possible to unequivocally assert the effectiveness of gamification in developing students’ readiness for self-fulfillment.Downloads
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