RU

Keyword: «gamification»

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This article explores a pressing issue in modern higher education: the high-quality training of highly qualified teaching staff in demand in the labor market. This issue is addressed through the lens of digitalization and the implementation of innovative technologies in solving educational problems. The aim of the study is to systematize scientific approaches to defining digital marketing technologies and their functional capabilities for organizing the educational process at the university. The study utilizes a combination of methods: an analysis of theoretical sources, a survey of 106 first- to fifth-year students at the Institute of Humanities Education studying in pedagogical, psychological-pedagogical, and special (defectological) education programs, and mathematical statistics for data processing. The article presents the results of a theoretical analysis of a key concept, which allowed us to identify the factors limiting the application of digital marketing technologies in the theory and practice of university education: the lack of standardized norms for the development of interactive content, the dominance of traditional forms of education over innovative ones, digital inequality among participants in educational relationships, and the low level of motivational and competence readiness of university faculty to use digital resources. This case study examines the competent adaptation of social media, artificial intelligence, neural networks, and gamification to the educational needs of modern university students. In addition to the theoretical theses put forward by the authors, the article presents the results of a student survey. The analysis revealed that students feel a need for education, including through digital marketing technologies, as this motivates their interest in educational activities, creates conditions for personalization of education, and makes the learning process engaging due to the presence of a problem that can be solved using the achievements of the digital world. The theoretical significance of this study lies in its synthesis of the experience of using digital marketing technologies in higher education. Its practical significance lies in the potential for their use in the educational process to improve its quality.
The article examines the extensive use of digital technologies in English language lessons, both in the organizational and administrative sphere (information-educational environment, electronic resources, planning, and monitoring) and directly during the lesson through the integration of game-based elements, as demonstrated by the use of digital platforms LearningApps and Wordwall.
The article examines the peculiarities of the influence of the digital information environment on modern media texts, reveals the possibilities of using components of the digital information environment (among them multimedia hybrid, gamification, vivid ways of highlighting against the background of traditional media) in modern media projects. It is shown that all the media text elements described in the article use visual content, which is created using illustrations and graphic design, typography, photographs, infographics, multimedia and other elements. The specifics of their functioning are characterized.
The article examines modern technological approaches to the formation of lexical skills in learners of Russian as a foreign language (RFL) and Russian as a non-native language (RNL). It analyzes the possibilities of using mobile applications, adaptive learning platforms, corpus technologies, virtual and augmented reality, as well as gamification in the process of vocabulary acquisition. The didactic principles for the effective integration of digital tools into the educational process are defined.
This article explores the principles of an experience economy in foreign language education, which contributes to increasing students' motivation, developing their creativity and critical thinking, and fostering their readiness for intercultural dialogue and successful professional activity in a global world.