Digital Gamification as a Leading Factor in the Educational and Learning Process of Law Students
- DOI
- 10.2991/assehr.k.200526.034How to use a DOI?
- Keywords
- digital gamification, leadership, education, learning process, law students
- Abstract
The relevance and the leading role of gamification in the educational and learning process is caused by the fact that traditional teaching techniques are no longer as effective as they were considered previously. Moreover, the reduction of the contact hours in the master course content does not allow students to develop practical skills to their full extent. The intellectual status of students has also changed: the students of the 21st century who grew up playing computer games and using social networks are bored by listening to the lectures and reading textbooks. They do not trust their own thinking but rely upon their gadgets’ memory capacity and program codes. In this case, if they are not offered new interactive techniques, the quality of their knowledge will decrease irrevocably. One such technique is a game-based learning. The game aspect is only incentive to action and motivating to perform certain actions. It is aimed at increasing students’ activity. At the same time, computer simulation activity, revealing the internal potential and abilities of a student, is aimed at mastering the level of practical skills that will be necessary for effective everyday practical activity. Actually, students imitate the process of their future professional activities. Our paper focuses on the digital gamification as a leading factor in the educational and learning process of law students. We offer some novel insights into this field and provide interesting suggestions and implications for the educators and the students alike.
- Copyright
- © 2020, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Irina Chebotareva AU - Olesya Pashutina AU - Veronika Makhova PY - 2020 DA - 2020/05/27 TI - Digital Gamification as a Leading Factor in the Educational and Learning Process of Law Students BT - Proceedings of the 6th International Conference on Social, economic, and academic leadership (ICSEAL-6-2019) PB - Atlantis Press SP - 228 EP - 234 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200526.034 DO - 10.2991/assehr.k.200526.034 ID - Chebotareva2020 ER -