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Keyword: «gamification»

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The problem of education computerization has been discussed sharply in scientific and pedagogical circles for several years now. Scholars put forward their concepts and technologies for introducing innovative tools into the educational process. An analysis of foreign and domestic sources on the problem of introducing digital educational technologies in the field of education shows that most of the research work is devoted to the inclusion of a digital component in school and university practice in order to improve student performance, and the level of preschool education remains on the periphery. Based on the interpretation of these works, it follows that the issue of online education and the use of digital technologies is still relevant at all levels of education. This paper substantiates the need to restructure the educational process of preschoolers under the influence of legal, socio-economic and cultural factors. However, taking into account the age and psycho-physiological characteristics of preschool children, for whom the game is the leading activity, it is most optimal from the standpoint of health saving to use gamification technology – the use of computer techniques in a non-game educational situation. The purpose of the study was to test the readiness of teachers to apply gamification technology when working with preschool children, as it allows you to activate cognitive interest, make the process exciting and interesting, where the child is the subject of action and expresses his/her circle of interests by means of a digital game. The research methods were a Google survey of the teaching staff of the Kindergarten No. 73 in the city of Magnitogorsk on the subject of transforming the educational process of a preschool educational institution by including innovative end-to-end educational technologies, as well as a conversation and input assessment of a practice-oriented nature. Experimental data on the introduction of digital technologies including gamification into the educational process of a preschool educational organization are presented. The results of the diagnostics demonstrated the readiness of teachers to use digital educational content, but this process is heterogeneous, complex and goes on with certain difficulties, which are expressed in the lack of understanding among some personnel of what digitalization, digital technologies are and, consequently, their use in the organization of the educational process. Digital transformation of a preschool educational organization is possible if: educators improve their competence in the use of digital technologies in the process of teaching and educating preschoolers, if a digital educational environment is created and the age and intellectual needs of children are taken into account. The theoretical and practical part of the study will be useful both for researchers in the field of digitalization of education and for practitioners looking for an algorithm for rebuilding the educational activities of a preschool educational organization (PEO) by including a digital component.
This article discusses the use of gamification in the educational field. The concept of «gamification» is considered as the use of gaming technologies in non-gaming situations, to increase the educational activity of students, taking into account the specifics of secondary vocational education.
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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.
The urgency of the proposed work is determined by the rapid development of mass media and the growth of their influence on the life of society. The aim of the article is to show the tools of expressive media text, with the help of which not only informational messages are transmitted and influence on the target audience, but the construction of a new media reality takes place. The analysis of specialized domestic and foreign literature has allowed us to identify two types of tools to create a new reality in media texts, which are based on the structure and design, as well as on the lexical and stylistic structure of the language.
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The relevance of the work lies in the urgent need to develop the ability to communicate in a foreign language, which improves communication skills, enriches intercultural experience and provides easy adaptation to new language environments. Game techniques make learning more interesting and effective, especially for children and young people. In addition, such methods can contribute to the development of innovative educational approaches. Therefore, research work in this area remains relevant and has the potential to significantly enrich the field of education and international cooperation. The purpose of this study is to examine thoroughly the influence of gamification on the development of spontaneous dialogic speech in students studying foreign languages. Specific aspects of the purpose of the study include: determination of methodological and psychological aspects in working out effective educational programs. This study includes a number of stages and approaches to achieve the goal of studying the influence of gamification on the development of spontaneous dialogic speech. The results of a large number of studies show a positive effect of gamification on the development of spontaneous foreign-language dialogic speech. Students involved in the game learning process demonstrate an increase in motivation and interest in learning the language. They also often achieve better results compared to traditional learning methods. The theoretical significance of the study lies in the fact that it contributes to the improvement of our knowledge about methods and approaches to the development of spontaneous foreign-language dialogic speech. This allows us to better understand how gamification affects the acquisition of a foreign language and the formation of communication skills, which can enrich the field of applied linguistics and education, contributing to the development of new educational programs and techniques. The practical significance of the research lies in the fact that its results can be applied in educational institutions and foreign language courses. They provide teachers and instructors with valuable tools for developing the skills of free communication in a foreign language among students. It also has practical application in intercultural and international communication, improving the ability of people to communicate effectively and naturally in different languages in various fields of activity.