RU

Keyword: «mooc educational programs»

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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.