"SCIENCE AND EDUCATION IN THE MODERN WORLD: CHALLENGES OF THE XXI CENTURY" NUR-SULTAN, KAZAKHSTAN, JULY 2019 235
problems and increase users' self-contributions.According to different data, gamification
concepts have been used since the 1960s, 1970s, or 1980s.
Another version is that gamification has been used since the 1912, when the school
provides students with the opportunity to earn points for passing assignments and passing
exams [4], which are a form of award points.Since the beginning of the 1900s, with the advent
of psychoanalytic theory, reward management programs have been developed, which can still
be seen in schools. For example, many teachers set up reward programs in their classes that
allow students to earn free time, school supplies or treat for doing homework or following the
rules in the classroom [5]. Whenever the term originated, ―gamification‖ is an important
buzzword in education and business today. Though we consider gamification a ―buzzword‖
now, let us keep in mind that the term made the Oxford English Dictionary‘s shortlist of Word
of the Year in 2011.
Discussions The definition of gamification is ―the use of game elements and game design techniques
in non-game contexts‖. Non-game contexts are important to the definition of gamification. So,
we can say that gamification means: To turn some routine task into a game. It can also be used
to discuss the role of games in the educational world. Even though it may seem simple it is not
easy to fully understand the term and differentiate it from Games-Based Learning (GBL) that
teachers worldwide have been using before. Gamification is turning the learning process as a
whole into a game, while Games-Based Learning (GBL,) is using a game as part of the learning
process.
As stated, gamification is the process of adding game-like mechanics to nongame entities.
Another way to think of gamification is ―encouragement mechanics.‖ Letter grades are a kind
of gamification. Same happens to GPA, gold stars, student of month, trophies and certificates. Perform this action in this game according to these rules and get this reward. Terry Heick says
―life is itself ―gamified‖— loosely, through informal social competition. Even sticking a push-
pin into the map of every traveling destination you‘ve ever visited is a form of ―gamification.‖
You‘re making a game out of something that isn‘t.‖ The definition of game-based learning is
simply learning through games.[6, p. 6]
Gamification: the structure of the term is a blending of the word game (n.) with the ending
- ification, used in analogy to other words of similar structure. As for the word formation type,
according to Rice University Dictionary of neologisms the word formation is shown as
blending and clipping. [7]
The word has its derivatives: gamify, gameplay, gamespeak, gamespeak, game tag, gamez.
Gamify - by adding suffix -fy to game, the meaning of the word turned into verb, and it
has a new meaning with addition of the suffix. As -fy means ―to make into,‖ the word means
something is made into game. Through addition of affix, the new word is formed; gamified
educational e-tivities.
Gameplay -noun; compounding- all aspects of a videogame that the player interacts with,
including controls, game mechanics, dialogue, graphics, story, etc.
Game speak - compounding of gamer and speak describing the pseudo-language that
video game players use to express their successes and failures.
Gamertag -compound of (video) gamer + tag. We walked through a few registration
steps, including setting up a ―gamertag‖, or nickname, and choosing the best description of our
playing style from four environments: family-friendly, recreational, pro and underground.
Gamez –noun, pieces of entertainment software (games) that are made freely available
on the internet despite copyright laws. In its modem context, this change gives a word an
underground rebellion flavor. Somehow, the z has come to have some symbolic significance of
its own. Specifically, gamez refers to games that are, shall I say, ‗unofficially licensed.‘
The author of ―Philosophical Investigations,‖ Austrian philosopher Ludwig Wittgenstein,
argued that the definition of a word depends on its public use, regardless of whether that differs
from the object or idea it was intended to represent. Wittgenstein saw language as a game in