Modern Technologies and Gamification in Historical Education

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
M. Moseikina, Saken Toktamysov, S. Danshina
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引用次数: 9

Abstract

Background The study aims to consider the prospect possibilities of gamification in historical education and its influence on the development of key professional competencies of workers necessary in current condition of humanitarian sphere development. Methods An experimental study theoretically substantiates the prospects for the gamification of education on the example of history education, in which 40 students from the Рeoples’ Friendship University of Russia and Sechenov First Moscow State Medical University took part. A pedagogical model of gamified history study has been developed and implemented into a 3-month online learning course “Technology for constructing historical interpretations.” The following technological tools were used to support the implementation of gamified learning: the Academy Learning Management System (LMS), the Facebook social network, social media information resources, augmented and virtual reality technologies. A survey was conducted on the Academy LMS platform, in which students were asked to assess the promising opportunities for the impact of gamified learning on the development of key professional competencies in terms of the degree of influence. Results The research results confirmed that the creation of a joint creative and expanded gaming experience leads to the acquisition of practical knowledge and allows learners to acquire skills that are highly relevant for professionals of the 21st century. The students confirmed that educational progress was achieved due to the effective organization of their learning activities, group changeover at the stages of developing historical interpretations, and gamification, which caused a feeling of excitement and qualitatively influenced the desire to achieve the best educational results. Gamified learning allowed educators to keep students' interest in the subject of study. Conclusions According to the results of a survey of students at the end of the course, it was concluded that gamification in history education has a positive effect on the evolutionary development of a personality adaptive to the socio-economic conditions of the 21st century. A model of the evolutionary vertical and horizontal development of the personality has been described.
现代技术与历史教育的游戏化
背景本研究旨在考虑历史教育中游戏化的前景可能性及其对当前人道主义领域发展条件下工人关键专业能力发展的影响。方法以俄罗斯人民友谊大学和谢切诺夫第一莫斯科国立医科大学的40名学生参加的历史教育为例,从理论上论证了教育游戏化的前景。游戏化历史研究的教学模式已被开发并实施为为期3个月的在线学习课程“构建历史解释的技术”。以下技术工具用于支持游戏化学习的实施:学院学习管理系统(LMS)、Facebook社交网络、社交媒体信息资源,增强和虚拟现实技术。在Academy LMS平台上进行了一项调查,要求学生评估游戏化学习对关键专业能力发展的影响的潜在机会。结果研究结果证实,共同创造和扩展游戏体验可以获得实用知识,并使学习者获得与21世纪专业人士高度相关的技能。学生们证实,之所以取得教育进步,是因为他们有效地组织了学习活动,在发展历史解释的阶段进行了小组转换,以及游戏化,这引起了一种兴奋感,并在质量上影响了获得最佳教育结果的愿望。游戏化学习使教育者能够保持学生对学习主题的兴趣。结论根据课程结束时对学生的调查结果,历史教育中的游戏化对适应21世纪社会经济条件的人格的进化发展有积极影响。描述了人格纵向和横向发展的进化模型。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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