RU

Nikolay A. Chupin

City: Novosibirsk, Russian Federation
Degree: Candidate of Physical and Mathematical Sciences
Work: Novosibirsk State Pedagogical University
Post: Associate Professor, Institute of Physical, Mathematical, Information and Technological Education
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Articles

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Adaptive learning technologies are considered very effective in the field of additional and corporate education, where the student has high external motivation. However, in case of university education, many training courses offered to students as part of the curriculum are of little use for conversion into electronic adaptive training courses, and most importantly, they do not arouse the cognitive interest of students. The article specifies the signs of such training courses. Traditional advice to a teacher to explain to students the benefits of this training course for a future profession or to apply original teaching methods does not work. Students "work out technologies for submitting reports" on the academic discipline, focusing on the minimum level of academic achievements necessary to obtain an acceptable grade. The paper describes the main tenets of the original system of assessing students' academic achievements developed by the author, which allows overcoming the uncooperative attitude of students to the study of such training courses. In the described technology, students compete for resources, which are knowledge of the academic discipline. The key feature of the proposed competitive assessment system is that an increase in the student's submitted papers, that is, an increase in his rating score, leads to a decrease in the rating score of other students of the academic group. The described technology has characteristics of adaptive learning, but the individual educational trajectory is not assigned by the training information system, but it is chosen by the student. In addition, it uses gamification technology in a special way that develops students' cognitive motivation. Repeated experience of using such technology has shown its high efficiency. The students gain both the total amount of knowledge and cognitive interest. The theoretical significance of the work is in showing new directions in the development of adaptive learning technologies, it allows for a better understanding of the potentials of gamification technology in learning. The materials of the work can also stimulate new directions in the study of educational motivation of university students.