游戏化:现代高等教育中一种新的教育技术

I. Chebotareva, D. O. Chistilina, Andrei V. Liaskovets
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引用次数: 0

摘要

该研究的相关性是由于高等教育中改进教育过程的需要。教育技术应以提高学生获取知识的动机为目的。由于现代社会的道德、经济和社会因素的变化,现有的教学方法正在逐渐失去其有效性。近年来的趋势是数字化,影响到社会的各个领域,因此教育技术必须适应不断变化的条件。本研究的目的是找出游戏化作为一种教育技术在现代高等教育中的积极和消极特征。本研究的目的是:界定“游戏化”的概念,并识别其与“游戏”概念的区别;将游戏化的组成部分视为一种教育技术;确定游戏技术在教育过程中的激励作用;考虑在教育活动中提高学生积极性的可能方法;分析在教育过程中引入游戏技术的不足。研究的方法论基础是辩证的科学认识方法;对所考虑的问题的系统方法,历史方法,分析方法等。结果。在研究过程中,对“游戏化”概念的各种方法进行了识别和系统化。作者确定了将游戏技术引入教育过程的积极和消极特征,并考虑了现代学生教育的动机成分。游戏技术很少用于教育,因为许多教师低估了它们的潜力。此外,将他们引入教育过程需要教师做出努力,包括创造性的努力。这些技术增加了学生对新的、不同于传统教学方法的兴趣,从而使更多的学生参与到教育过程中来。当然,在教育过程中使用游戏技术也有一些缺点,但这些缺点可以通过创新和传统教学方法的成功结合来弥补。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification as a New Educational Technology in Modern Higher Education
The relevance of the research is due to the need to improve the educational process in higher education. Edu-cational technologies should be aimed at increasing the motivation of students to acquire knowledge. The existing teaching methods are gradually losing their effectiveness due to changes in the moral, economic, and social compo-nents of the modern world. The trend of recent years is digitalization, affecting all spheres of society, so educational technologies must meet changing conditions.The purpose of the research is to identify the positive and negative features of gamification as an educational technique in modern higher education.The objectives of the research: to define the concept of "gamification" and to identify its differences from the concept of "game"; to consider the components of gamification as an educational technique; to identify the motiva-tional role of gaming technologies in the educational process; to consider possible ways to increase students' motiva-tion during educational activities; to analyze the shortcomings of the introduction of gaming technologies in the edu-cational process.Methodology. The methodological basis of the research is the method of dialectical scientific cognition; a sys-tematic approach to the problem under consideration, the historical method, the analytical method, etc. Results. In the course of the research, various approaches to the concept of "gamification" were identified and systematized. The authors identified the positive and negative features of the introduction of gaming technologies into the educational process, and also considered the motivational component of the modern student's education.Conclusion. Gaming technologies are rarely used in education, as many teachers underestimate their poten-tial. In addition, their introduction into the educational process requires the teacher to make efforts, including creative ones. Such technologies make it possible to involve more students in the educational process by increasing interest in something new and different from the classical teaching methods. Of course, the use of gaming technologies in the educational process has a number of disadvantages that can be offset by a successful combination of innovative and classical teaching methods.
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