WITH GAMIFICATION TO COLLABORATIVE LEARNING IN CHEMISTRY LESSONS

Elena Rudolf
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Abstract

Gamification with the use of ICT and with the support of the teacher represents an intense, effective, and creative way of learning. By using it in lessons, it is possible to develop collaborative learning, activate student's prior knowledge and contribute to a better understanding and permanence of knowledge. Cooperative learning gives students the opportunity to explore the learning content more deeply during class and evolve critical thinking, while at the same time having a positive effect on the class climate and the building of close mutual relationships. With both didactic approaches it is possible to create new opportunities for learning, e.g., when the students themselves come up with new problems out of the discussed topic. The aim of the article is to examine how students accept the use of didactic method of gamification in the form of online applications Quizlet live and Socrative space race. In the centre of attention is the impact which gamification and the use of online applications have on students' motivation to learn, and how they simultaneously with collaborative learning contribute to better students’ results, understanding, and permanence of knowledge. Hypotheses on positive impact of gamification and collaborative learning on students' motivation for learning, understanding and students' academic achievements were confirmed by the research. Key words: gamification, collaborative learning, Quizlet live, Socrative space race
将游戏化应用于化学课的合作学习
在教师的支持下,利用信息通信技术进行游戏化是一种激烈、有效和创造性的学习方式。通过在课堂上使用它,可以发展协作学习,激活学生的先验知识,有助于更好地理解和知识的持久性。合作学习使学生有机会在课堂上更深入地探索学习内容,培养批判性思维,同时对课堂气氛和建立密切的相互关系也有积极的影响。这两种教学方法都有可能创造新的学习机会,例如,当学生自己从讨论的话题中提出新的问题时。本文的目的是研究学生如何接受以在线应用Quizlet live和Socrative space race的形式使用游戏化教学方法。关注的中心是游戏化和在线应用程序的使用对学生学习动机的影响,以及它们如何同时与协作学习一起有助于提高学生的成绩、理解和知识的持久性。本研究证实了游戏化和协作学习对学生学习动机、理解动机和学习成绩的积极影响的假设。关键词:游戏化,协作学习,Quizlet直播,苏格拉底太空竞赛
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