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Keyword: «gamification»

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In modern information educational environment, there is an increasing interest in computer games using to improve the quality of education. It determines the relevance of the article, which is devoted to the analysis of modern software tools that have the potential for gamification of educational process in the context of state, society and education requirements. The purpose of the article is to select several gaming platforms, on which basis the methodology for educational process gamification will be improved. The methodology of the research is information sources of psychological, pedagogical, methodical and technical orientation study, the analysis of computer educational games made by foreign and domestic authors whose authority and scientific reputation are recognized by the scientific community. Due to necessity of educational process gamification, the authors admit the requirement to clarify the concept of «gamification». Taking into account the peculiarities and principles of this phenomenon, the analysis of software, that has didactic effect and is most consistent with the idea of gamification, is performed. All the variety of software tools with the potential for educational process gamification was divided into groups: gaming platforms, educational quests, learning management services and game design sites. Within each group, those platforms are studied that are most common in the foreign and domestic educational environment. The group of gaming platforms includes Classcraft, MinecraftEdu and DuoLingo. The group of educational quests includes Scratch, Quandary and Ribbon Hero. Among the services used for management of learning process are ClassDojo, Goalbook, Coursera and Brainscape. Spectrum of sites-designers of games is not so wide: eTreniki and LearningApps. Based on the application of specific comparison criteria and for maximizing the implementation of educational process gamification idea, a set of services and platforms is selected that, with appropriate methodological support, will improve the quality of education: ClassCraft platform, Scratch environment, Quandary software product and the LearningApps project.
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The thematic justification of this study is due to the fact that in recent years the problem of improving the training level of specialists with higher professional economic education has become of high priority. Today, training should be entertaining, and students should remain highly motivated. This study aims to answer the question whether the using of gamification in the system of higher professional economic education could improve the training level of specialists and how. The methodological basis of this study is a set of methods of scientific knowledge, among which the main place is occupied by the analysis of literature on the problem of the research, pedagogical experiment, questioning and methods of mathematical statistics. The result of the study is the conclusion that the implantation of gamification in the system of higher professional education could improve the degree of training of students upon many parameters.
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The importance of cross-cultural competences for future economists in the current world, unprecedentedly globalized both culturally and economically, is hard to underestimate. There is no doubt that a modern highly qualified specialist in the sphere of economy has to possess a significant degree of cross-cultural awareness in order to make business contacts more efficient and to avoid the potential faux pas resulting from poor understanding of the cultural aspects of international business relationships. Gamification of the learning process in the form of business role-playing games is one of the most effective ways of forming professional competences, including cross-cultural ones, widely known and used throughout educational institutions worldwide. The aim of the research is to develop and implement a series of cross-cultural business games for future economists. The article provides a detailed description of one of the developed and implemented games at SSEU, the results of competence measurement before and after the game and the general outline of the series of games intended for the purpose of forming the necessary cross-cultural competences for specialists in Economics. The methodology of the research includes: publication analysis, testing (input / output questionnaire), teaching observation, experiment and comparative analysis of collected data.
The article discusses issues related to the use of “Jeopardy” in the process of mastering foreign-language grammar and vocabulary. The authors highlight key terms, analyze the application of the methodology in foreign language classrooms in 6-11 classes of Petrozavodsk’s schools №10 and №34. The authors discuss benefits and the odds of the technology. The article summarizes the results of practical work experience.
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Informatization of education and all aspects of everyday and professional life of a person has led to the fact that modern people cannot fully function outside the digital environment. At the same time, schoolchildren turned out to be the most vulnerable, due to the fact that modern education actively involves children in the digital communication environment, while not providing training on the basics of their own security when working on the Internet. This problem is recognized by the country's leadership, and it is recommended that materials to ensure their own cybersecurity be introduced into general and additional education of schoolchildren. At the same time, there is a problem of complexity of materials on information security, unwillingness of students to spend their energy on immersion in a specific area of cyber security, unwillingness of teachers to develop new forms and methods of teaching the basics of security. Teachers have to develop didactic materials themselves, and they are not experts in the field of Internet security that often leads to the use of outdated but widespread information on the network, or to the fact that all their work comes down to rare classroom hours in the form of lectures. The purpose of our work is to develop and present a description of game mechanics and a game scenario for use in the educational process. We consider gamification as the most suitable tool to achieve our goal, which allows us to intensify the cognitive activity of schoolchildren and to include mentoring and cooperation in the educational process. We have developed a game scenario, which will later be implemented as a mobile application with elements of augmented reality. The level of difficulty of the tasks will vary depending on the age of the students. It is assumed that older students will act as mentors for younger students. To develop the tasks, we used the latest data on Internet security problems from leading companies in the field of security – Kaspersky Lab, Positive Technologies, Avast, as well as the experience and scientific research works of specialists in the discussed area.