LiliÑ–a Ruskulis, Rymma Maiboroda, I. Rodionova, A. Gurduz, Lidiia Aizikova, Olha Mkhytaryan
{"title":"MODERN CONCEPTS OF GAMIFICATION IMPLEMENTATION IN THE TRAINING SYSTEM FOR TEACHERS OF THE UKRAINIAN AND ENGLISH LANGUAGES","authors":"Liliіa Ruskulis, Rymma Maiboroda, I. Rodionova, A. Gurduz, Lidiia Aizikova, Olha Mkhytaryan","doi":"10.18316/rcd.v15i37.10921","DOIUrl":null,"url":null,"abstract":"The article clarifies that for the young people of the Zoom generation who have grown up in the age of the Internet, have unlimited access to any information and since childhood have been using digital technologies, classical higher education cannot provide everyone with necessary competencies and soft-skills by traditional methods. The study has defined that gamification is the introduction of computer games into educational activities, adding game elements to increase visualization, motivation training and, accordingly, the level of mastery of theoretical material, i.e. feedback with a student. It has been proved that gamification helps identify a leader and determine the level of training of an education seeker on this or that question (subject); unite students with a common language literary idea and direct all their efforts to its disclosure and representation; reduce the level of conflicts, and increase effectiveness of the educational process. The following components of the gamified process (user; accumulated points; game levels; ranking of participants; badges), forms (competitive, victorious and aesthetic) and services for introducing gamification into the education system (Alice, Scratch, Studio Code; CodeSchool; MotionMathGames; Mathematics; Spongelab; Kahoot!; Zombie-BasedLearning; MinecraftEdu; World of Classcraft (WoC); WildInternetWoods) have been characterized. The prerequisites for the implementation of the gamification method, to which the level of theoretical training of students, educational content, motivation of students of higher education to perform certain tasks, a level development of mental processes (thinking, perception, memory, attention, imagination and etc.) have been analyzed. The system of tasks, a quality control of which is organized by using games developed with the help of online Wordwall service has been developed and presented. The effectiveness of the implementation of the gamification method into the process of training of future teachers of the Ukrainian and English languages, which convincingly is represented by the diagram has been proved.\n ","PeriodicalId":408174,"journal":{"name":"Conhecimento & Diversidade","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Conhecimento & Diversidade","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18316/rcd.v15i37.10921","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The article clarifies that for the young people of the Zoom generation who have grown up in the age of the Internet, have unlimited access to any information and since childhood have been using digital technologies, classical higher education cannot provide everyone with necessary competencies and soft-skills by traditional methods. The study has defined that gamification is the introduction of computer games into educational activities, adding game elements to increase visualization, motivation training and, accordingly, the level of mastery of theoretical material, i.e. feedback with a student. It has been proved that gamification helps identify a leader and determine the level of training of an education seeker on this or that question (subject); unite students with a common language literary idea and direct all their efforts to its disclosure and representation; reduce the level of conflicts, and increase effectiveness of the educational process. The following components of the gamified process (user; accumulated points; game levels; ranking of participants; badges), forms (competitive, victorious and aesthetic) and services for introducing gamification into the education system (Alice, Scratch, Studio Code; CodeSchool; MotionMathGames; Mathematics; Spongelab; Kahoot!; Zombie-BasedLearning; MinecraftEdu; World of Classcraft (WoC); WildInternetWoods) have been characterized. The prerequisites for the implementation of the gamification method, to which the level of theoretical training of students, educational content, motivation of students of higher education to perform certain tasks, a level development of mental processes (thinking, perception, memory, attention, imagination and etc.) have been analyzed. The system of tasks, a quality control of which is organized by using games developed with the help of online Wordwall service has been developed and presented. The effectiveness of the implementation of the gamification method into the process of training of future teachers of the Ukrainian and English languages, which convincingly is represented by the diagram has been proved.
Â
文章阐明,对于成长于互联网时代的Zoom一代年轻人来说,他们可以无限制地获取任何信息,并且从小就使用数字技术,传统的高等教育无法通过传统的方法为每个人提供必要的能力和软技能。该研究将游戏化定义为将电脑游戏引入教育活动,添加游戏元素以增加可视化,动机训练,并相应地提高理论材料的掌握水平,即与学生的反馈。事实证明,游戏化有助于识别领导者,并确定教育寻求者在这个或那个问题(主题)上的培训水平;用共同的语言文学思想团结学生,并将所有的努力都集中在文学思想的揭示和表现上;减少冲突程度,andÂ提高教育过程的有效性。游戏化过程的以下组成部分(用户;积累点;游戏水平;参与者排名;徽章),形式(竞争,胜利和美学)以及将游戏化引入教育系统的服务(Alice, Scratch, Studio Code;CodeSchool;MotionMathGames;数学;Spongelab;Kahoot !;Zombie-BasedLearning;MinecraftEdu;《魔兽世界》;wildinternetwood)的特征。分析了游戏化方法实施的前提条件,即学生的理论训练水平、教育内容、高等教育学生执行特定任务的动机、心理过程(思维、感知、记忆、注意、想象等)的水平发展。本文介绍了利用在线Wordwall服务开发的游戏来组织任务的质量控制系统。在乌克兰语和英语未来教师培训过程中实施游戏化方法的有效性,令人信服地由图表表示proved.Â