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Keyword: «quest»

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The author gives the definition of the term "quest", which becomes more and more popular in educational sphere. The author considers the experience of the chair of computer science and information technologies in education in using quest techniques for increasing the pedagogical literacy in informational and commu-nicational technology. The article also gives the examples of quest tasks and the result of survey, made among the participants.
Some game-technologies provide creating success and motivating students. The subject of the study is to conduct an intellectual game as an optimal form of the lesson. The didactic orientation of the material is сonsidered, special attention is drawn to the efficiency of using this technology. The result of intellectual games is increasing interest in the subject, reducing the load of students, the ability to work in the group, motivated memorization, the application of knowledge in real life.
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in modern conditions of development of society and digitalization of all its structures, there is a need to introduce new forms of organization of educational activities in the field of training the population in the framework of civil defense, protection of the population and territories from emergencies, fire safety. They should be aimed at forming a person who is able to live and work in a constantly changing world, who is able to develop his own strategy of behavior, make moral choices and take responsibility for them. The purpose of our work was to justify the use of quest technology as an adequate didactic tool in the lessons of the basics of life safety. The results of our analysis of literature data and questionnaires indicate the relevance and prospects of using quest technologies, as well as the presence of a number of problems and contradictions in their application in the lessons of basic life safety.
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Gamification of the cognitive process in a higher educational institution contributes to the development of students’ communication skills, increasing their professional motivation, self-realization through the playing activities of didactic purpose. The inclusion of a quest as a technology that combines the ideas of problem-based and game-based learning is in line with the recommendations of UNESCO, the essence of the communicative approach in education. The authors study the issue of assessing the impact of graduate students' activities in designing educational space of escape rooms on the formation of their communicative competence. The purpose of the study is to examine the influence of the graduate students’ activities in designing the socio-cultural space of the escape room for the development of their communicative competence. The scientific novelty lies in revealing the characteristic aspects of the stage-by-stage work of specialists in the socio-cultural sphere in creating educational space of escape rooms: information-analytical; communicative; professionally oriented; collaborative. The theoretical significance of the study lies in the fact that the essence of the concept of an educational "escape room" for the training of specialists in the socio-cultural sphere has been concretized. The methodology is based on the analysis of the potential of the "quest" technology as a form of learning in the information environment. The concretization of methods of work with program resources for the area of training "Socio-cultural activity" (master’s degree level) was carried out. To design quest escape rooms, students used Power Point, MS Word, AXMA Story Maker, Learnis, Quandary, etc. When diagnosing the level of students' communicative competence, the "Communicative and organizational inclinations" method was used. The stages of graduate students’ work on the design of educational space of escape rooms are described in the results section: analysis of the demands of the digital society, the potentials of software resources; application of technology; thinking through the plot component; drawing up routes for the participants, a plan for dialogues between characters, etc. Bases of practice: the Museum of collectible dolls, the literary museum of I. S. Turgenev, the Art-Orel house, the house-museum of V. A. Rusanov, etc. The difficulties of innovations are formulated: the creative nature of the activity in the development of the socio-cultural plot and the content of the playing space; dependence on software support in cultural institutions; team-building problems. The practical significance lies in the fact that the results of the study can be used for gamification in sociocultural activities.
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The content of the article is aimed at determining the possibility of using the quest in the development of ideas about traffic rules in children aged 5-6 years. The quest is a fairly new, relevant and fascinating tool and is becoming a sought-after direction not only in leisure activities, but also in the educational process. The modern world is oversaturated with methods and approaches to the implementation of educational activities and sometimes it is difficult for a teacher to interest, motivate children to perform activities. According to scientists, a quest is a universal means of learning, since it carries a game and didacticism in symbiosis with an ever-changing change of activity.