This is particularly relevant in the field of programming, where the complexity of the process often creates learning difficulties. Researchers are now proposing to gamify this process.
According to him, the main goal of this approach is to make learning as enjoyable and challenging as a game. This dynamic method should encourage learners to become more involved in learning activities and help them retain information more easily.KTU professor highlights that the possibility to personally adaptthe learning process based on each learner's specific needs, abilities, and level of progress is one of the main advantages of gamification.
According to the researcher, classical teaching methods are not adapting fast enough to provide up-to-date programming knowledge in a way that is acceptable to today's students, especially if there are gaps in the learning process. Such innovations in the IT sphere make it possible to partially address the identified problems.Although new, the gamification solution created by KTU and partners is already used in Lithuania.
He says the teachers' willingness to use the tools in their schools was the greatest success in the trial. Firstly, there is a challenge of preparing the right digital content. Maskeliūnas argues that the process of converting content from a traditional format to a new one requires separate technical staff and, therefore, additional financial resources.
Maskeliūnas also mentions the human factor in preparing for innovation:"Apart from bureaucratic or infrastructural issues, the mindset of the learners, the lecturers or teachers needs to change -- they need to understand these technologies, their meaning and be able to use them."