Analysis of possibilities of using game statistics of the Cloud Quest in assessment of personality
Brief description
The paper describes current trend of “Gamification” and its application in the context of a personality-centered approach to the educational process at the Peter the Great St. Petersburg Polytechnic University (SPbPU). SPbPU has been conducting a welcome quest for first-year students, developing and improving its substantive-technological concept for five years. The current version of the quest works to achieve several goals, such as helping first-year students in the process of adapting to the university, collecting data to develop the concept of building individual educational trajectories, developing the unique social student association “Institute of Adapters”. There are few key elements of the quest: stations, quiz and Instagram contest. Quiz and stations allow to collect data on correctness of answers, on the time of entering answer and on choices made. The player’s individual choice, the result of actions on the offline game station, as well as the speed/time of completing the task are recorded in software. The received data from the stations are compared, analyzed and ranked in the general and individual rating of the players during the game. The conclusions are accumulated, allowing to make an assumption about the orientation and the usual way of interaction of the player’s consciousness with the surrounding reality, about his behavior. The approach to the development of multi-station stations is based on the concept of psychological types proposed by C. Jung.
Ключевые слова
Digital technology; Gamification; Individual trajectory; Innovative education; Personality psychology; Quest