GAMIFICATION AS THE CURRENT TREND OF NATIONAL EDUCATION

Svitlana Perejaslavska, Olha Smаhina
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引用次数: 2

Abstract

The article deals with the main provisions and principles of gaming technology and concludes that this is one of the most important areas of development of educational technologies. The introduction of gaming elements into the learning process contributes to raising pupils’ cognitive activity, forming interest in knowledge, developing learning motivation and initiative. The key concept of the research, namely “Gamification”, is analyzed, and the following definition is given: integration of game elements and game thinking in activities other than games. Gamification in education - is the process of spreading the game to various areas of education, which allows you to consider the game and as a method of teaching and education, and as a form of educational work, and as a means of organizing a holistic educational process. The analysis of scientific sources provided the basis for the selection of the main components of the gameplay process of learning and game elements that form the mechanics of the process of gaming, namely the challenge, tasks, tests, cooperation, feedback, resource accumulation, rewards, and the state of victory. In the course of the study, it was revealed that gaming has not yet been widespread in educational practice in Ukraine. The main reasons include the weak technological equipment of universities and schools, the incompetence of the teaching staff in the information and communication sphere, «English-language», which represents the majority of Internet platforms, methodological and methodological shortcomings in the use of the principles of gaming. So, in order to train teachers for the skills of introduction of gamification in education, the course " Gamification in the educational process of the school" was developed, which is being developed within the framework of the project “Modernization of Pedagogical Higher Education Using Innovative Teaching Tools” EU Erasmus + KA2 program the development of the potential of higher education (No. 586098-EPP-1-2017-1-UAEPPKA2- CBHE-JP). The article deals with the conceptual approaches to the course and outlines the main objective of the course - to prepare students - future teachers for the practical use of technologies of gaming in the educational process of a comprehensive school. Indicator of achievement of goals and tasks is formed in the form of the final results of training and competences.
游戏化是当前国民教育的趋势
本文论述了游戏技术的主要规定和原则,认为这是教育技术发展的重要领域之一。在学习过程中引入游戏元素,有助于提高学生的认知活动,形成对知识的兴趣,培养学习动机和主动性。分析了本研究的关键概念“游戏化”,并给出了以下定义:游戏元素与游戏思维在游戏以外的活动中的整合。教育中的游戏化——是将游戏传播到教育的各个领域的过程,这使你可以将游戏视为一种教学和教育的方法,一种教育工作的形式,一种组织整体教育过程的手段。对科学资源的分析为选择学习玩法过程的主要组成部分和构成游戏过程机制的游戏元素(即挑战、任务、测试、合作、反馈、资源积累、奖励和胜利状态)提供了基础。在研究过程中,人们发现游戏在乌克兰的教育实践中尚未普及。主要原因包括大学和学校的技术设备薄弱,信息和通信领域的教学人员能力不足,“英语”代表了大多数互联网平台,在使用游戏原则方面的方法和方法缺陷。因此,为了培训教师在教育中引入游戏化的技能,在“利用创新教学工具实现高等教育教学现代化”项目框架内开发了“学校教育过程中的游戏化”课程,该课程是在欧盟Erasmus + KA2项目框架内开发的,该项目旨在开发高等教育的潜力(No. 586098-EPP-1-2017-1-UAEPPKA2- CBHE-JP)。本文讨论了课程的概念方法,并概述了课程的主要目标-为学生-未来的教师在综合学校的教育过程中实际使用游戏技术做好准备。目标和任务的实现指标以培训和能力的最终结果的形式形成。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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