{"title":"在本土文学的学习过程中,教育中的游戏性是提高学习动机的一个因素","authors":"Svetlana Alexeevna Dulova, Tatiana Alexeevna Kuznetsova","doi":"10.24923/2222-243x.2022-44.44","DOIUrl":null,"url":null,"abstract":"The purpose of the study is to consider the theoretical aspects of gamephymification as the latest educational technology; to analyze the practical application of this technology in the lessons in native literature in the basic school in the humanitarian classes. The article notes that the phenomenon of gameplay is based on three components: instant feedback; increasing the motivation of students to the studied subject; developing the ability to analyze the artistic text. The scientific novelty consists in an attempt to introduce into the practice of studying the 18th century visual novel as a way to increase the motivation of students to read the literary works of their native land; to determine the advantages of this approach in comparison with traditional methods of teaching literature in school. As a result reveals such advantages of this technology as development of students' creative approach to the analysis of texts and formation of skills of critical thinking, which are necessary for modern schoolchildren in real life.","PeriodicalId":41181,"journal":{"name":"Kant Yearbook","volume":"29 1","pages":""},"PeriodicalIF":0.2000,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gameplay in education as a factor in increasing motivation to learning material in the study course of native literature\",\"authors\":\"Svetlana Alexeevna Dulova, Tatiana Alexeevna Kuznetsova\",\"doi\":\"10.24923/2222-243x.2022-44.44\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of the study is to consider the theoretical aspects of gamephymification as the latest educational technology; to analyze the practical application of this technology in the lessons in native literature in the basic school in the humanitarian classes. The article notes that the phenomenon of gameplay is based on three components: instant feedback; increasing the motivation of students to the studied subject; developing the ability to analyze the artistic text. The scientific novelty consists in an attempt to introduce into the practice of studying the 18th century visual novel as a way to increase the motivation of students to read the literary works of their native land; to determine the advantages of this approach in comparison with traditional methods of teaching literature in school. As a result reveals such advantages of this technology as development of students' creative approach to the analysis of texts and formation of skills of critical thinking, which are necessary for modern schoolchildren in real life.\",\"PeriodicalId\":41181,\"journal\":{\"name\":\"Kant Yearbook\",\"volume\":\"29 1\",\"pages\":\"\"},\"PeriodicalIF\":0.2000,\"publicationDate\":\"2022-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Kant Yearbook\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24923/2222-243x.2022-44.44\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"PHILOSOPHY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Kant Yearbook","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24923/2222-243x.2022-44.44","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"PHILOSOPHY","Score":null,"Total":0}
Gameplay in education as a factor in increasing motivation to learning material in the study course of native literature
The purpose of the study is to consider the theoretical aspects of gamephymification as the latest educational technology; to analyze the practical application of this technology in the lessons in native literature in the basic school in the humanitarian classes. The article notes that the phenomenon of gameplay is based on three components: instant feedback; increasing the motivation of students to the studied subject; developing the ability to analyze the artistic text. The scientific novelty consists in an attempt to introduce into the practice of studying the 18th century visual novel as a way to increase the motivation of students to read the literary works of their native land; to determine the advantages of this approach in comparison with traditional methods of teaching literature in school. As a result reveals such advantages of this technology as development of students' creative approach to the analysis of texts and formation of skills of critical thinking, which are necessary for modern schoolchildren in real life.
期刊介绍:
The Kant Yearbook is an international journal that publishes articles, historical or systematic, on the philosophy of Immanuel Kant. It is the yearbook′s goal to intensify innovative research on Kant on the international scale. Articles are double-blind peer reviewed by an internationally renowned editorial board. Each issue is dedicated to a specific topic announced through a call for papers.