RU

Keyword: «геймификация»

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The pedagogical community contemplates the dynamism of changes in the educational environment. Pedagogical activity is changing. This is due to the impact of new technological conditions and situations of social interaction. There is a need for teachers to use virtual educational environments. The factors that influence the development and growing interest in gamification in education are: pedagogical potential of games, interest in technology, a certain connection between the game process and the learning process, the ideas of developing cognitive interest as a motivation for learning and the possible coordination of various resources with the educational process. The educational policy of developed countries is based on educational analytics, which makes it possible, using data sets, to process pedagogical information and introduce new innovative teaching technologies into the educational process to increase the efficiency of the education system. The relevance of the topic is associated with the need to expand the practice of innovative pedagogical teaching technologies, which is determined by the requirements of industry, scientific and technological progress and social relations. The vocational education system, changing the formats of educational programs, expands the didactic potential using new pedagogical technologies: gamification, robotic platforms and artificial intelligence in teaching. International experience testifies to the significant use of gaming technologies in the practice of teaching in various areas: socio-economic, natural science, IT areas and others. Russian educational practices, while modernizing the education system, also use gaming technologies in non-gaming processes in order to increase the motivation and involvement of users of educational services. The purpose of the work is to identify the pedagogical potential of using software and platforms with gamification technologies in the vocational education system using the example of the Novosibirsk Medical College. The theoretical significance of the article is in justification of using gaming technologies and massive open online courses (MOOCs) for secondary vocational education. It is recommended to use MOOC platforms with multimedia and gamified content for disciplines of the natural science cycle, integrating them into the educational process.
The article highlights the peculiarities of gamification of the middle school foreign language classroom. Gamification is considered to be a principle of designing lessons as well as a technique and means of incorporating game elements into tasks aimed at achieving subject-specific outcomes of foreign language education. The authors describe and argue in favor of incorporating game elements into tasks with varied focus, revealing their effectiveness in foreign language teaching and learning.
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Modern society can rightly be called information and digital society. Digitalization of all spheres of public life and, above all, education is one of the key tasks facing the Government of the Russian Federation. The article provides an overview of modern approaches to understanding the digitalization process, analyzes digital resources (Kham Academy, Pointagram, Quiver Fashion, Igro-N) and the potentials of their use in the educational process of a preschool educational organization. The article also contains material on gamification as one of the modern educational technologies that ensures the maximum involvement of children in the learning process. Gamification as a technology allows each student to determine their level of difficulty of tasks and receive bonuses for their completion. Gamification is also considered as the use of gaming techniques in the educational field. The article presents the results of an experiment conducted on the basis of the educational organization "Kindergarten No. 75" in Chelyabinsk, in which educators, students and parents of children took part. The purpose of the study is to learn about the readiness of participants in educational relations to use digital technologies. The research methods were: a survey of educators to identify their digital literacy, as well as a conversation with children and their parents, during which it was found that modern students cannot imagine their lives without gadgets, virtual and augmented reality and TV. The results of the experiment show that the active use of digital technologies in the educational process of a preschool educational organization meets the needs of students, as well as the digital policy pursued by the Government of the Russian Federation outlined in the national project "Digital Economy in the Russian Federation". Carrying out the measures stated in the document will also make it possible to form human resources capable of meeting the challenges of the digital world and meeting the requirements set forth in the Atlas of New Professions (gaming teacher, game master, organizer of project-based learning, etc.).