Gamification in asynchronous education process

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The author of the paper discourses on the prospects of education in the context of the global tendency towards informatization and virtualization of the modern world, influence of these processes on personalized senses of education and educational values and related problems of methodological and technological education in relation to the personalized meanings and educational values. Educational individualization is defined by the author as the most expected way of educational evolution. Distance learning is studied as the main example of the modern transformative educational model. Asynchronous education is explored and characterized as one of the distance learning examples. While defining what asynchronous distance learning is, the author explores its role in the specifics of forming a subject to subject educational approach, while forecasting difficulties in creating holistic asynchronous educational environment. Gamification techniques in the educational process are studied with their respective opportunities and threats, examples in grad and post grad professional studies are provided, including but not limited to foreign language studies. Addictiveness as the goal and means of a build in gamification process is explored as the way to bridge the gap between students and the educators. The author studies gamification in the context of minimizing negative connotations from the educational process, while controversies between pain and game approaches of getting knowledge are brought into light.

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Education trends, information and communication technologies in education, distance learning, synchronous learning, asynchronous learning, virtual learning environment, gamification

Короткий адрес: https://sciup.org/14951070

IDR: 14951070   |   DOI: 10.17748/2075-9908-2016-8-1/1-143-147

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