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https://dspace.ncfu.ru/handle/20.500.12258/18053| Название: | Gamification of education as an addition to traditional educational technologies at the university |
| Авторы: | Rozhenko, O. D. Роженко, О. Д. Darzhaniya, A. D. Даржания, А. Д. Bondar, V. V. Бондарь, В. В. Mirzoyan, M. V. Мирзоян, М. В. |
| Ключевые слова: | E-learning;Gamification;Educational technology;Motivation;Students;Learning process |
| Дата публикации: | 2021 |
| Издатель: | CEUR-WS |
| Библиографическое описание: | Rozhenko O. D., Darzhaniya A. D., Bondar V. V., Mirzoian M. V. Gamification of education as an addition to traditional educational technologies at the university // CEUR Workshop Proceedings. - 2021. - Том 2914. - Стр. 457 - 464 |
| Источник: | CEUR Workshop Proceedings |
| Краткий осмотр (реферат): | Gamification is the use of game techniques in the learning process, the purpose of which is to attract and strengthen the attention of students, the for-mation of cognitive interest, the desire to solve problems, increase motivation, and further modify external motivation into internal. Gamification in higher ed-ucation has been used for a long time. At the same time, in the modern world, gamification in the higher education system, taking into account new digital op-portunities, can become an integral part of traditional educational technologies, making it possible to take classes for students more interesting and productive in terms of educational effect. One of the popular online educational role-playing games that teachers and students can play in class is Classcraft. Using the princi-ples of modern games enables students to improve their level of knowledge, form teamwork skills, and acquire abilities that interact with the real world. The work analyzed the results of a study of first-year students in the areas of training "Math-ematics and Computer Science" and "Applied Mathematics and Informatics" at the North Caucasus Federal University. The following were investigated: moti-vation for learning, the degree of influence of various reasons on the level of motivation, as well as the experience of participating in didactic games during schooling. The second part of the article is devoted to the description of the ex-perience of using the educational role-playing online game Classcraft on the ex-ample of teaching the discipline "Mathematical Analysis". Analyzed the results of gamification in the field of training and socialization of students |
| URI (Унифицированный идентификатор ресурса): | http://hdl.handle.net/20.500.12258/18053 |
| Располагается в коллекциях: | Статьи, проиндексированные в SCOPUS, WOS |
Файлы этого ресурса:
| Файл | Размер | Формат | |
|---|---|---|---|
| scopusresults 1823 .pdf Доступ ограничен | 63.84 kB | Adobe PDF | Просмотреть/Открыть |
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