Use of training programs based on gaming platforms for improving the effectiveness of education
Автор: Soboleva Elena Vitalievna, Sokolova Anna Nikolaevna, Isupova Natalya Ivanovna, Suvorova Tatiana Nikolaevna
Журнал: Science for Education Today @sciforedu
Рубрика: Педагогика и психология
Статья в выпуске: 4 (38), 2017 года.
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The problem and the goal. The article is devoted to solving the problem of the need to improve the methodology of gamification of the educational process in the context of the requirements of the state, society and education. The purpose of the article is to base on the analysis and generalization of scientific and theoretical sources and methodological developments the insufficiency of the existing methods and gaming technologies for the application of computer games in training, taking into account new challenges to the education system, the needs and interests of students. Methodology. The study of psychological, pedagogical, methodical and technical literature, computer educational games of foreign and domestic authors, the authority and scientific reputation of which is recognized by the scientific community, was applied. Observational methods were also used (direct, indirect, included observation): observation of the educational process and the activities of students. Research methods are determined by its goals, objectives of a particular stage, conceptual approaches implemented in the study, which provides the necessary depth of study of the main aspects of the problem. Results. As part of a study based on consideration of the history of informatization of national education, the practice of introducing computer games into the learning process and the conceptual apparatus of the methodology of gamification of the educational process, an analysis was made of the possibilities that are provided with the inclusion of computers and other ICT tools in the educational process for the implementation of gaming technology. To indicate the need to improve the methodology of computer games, an analysis of the positive and negative aspects of the impact of the use of computer games in the educational process in general and, especially, in the process of teaching computer science, in the context of changing the knowledge paradigm, priority attention to the formation of unique skills of distributed (foresight) thinking . The text of the article offers recommendations for improving the efficiency of the educational process when computer games are included in training, finding the optimal balance between two differently oriented positions and maintaining ergonomics within the framework of a system-activity and student-centered learning approach. Conclusion The expediency of the new approach to gamification of the educational process, focused on the formation of a new game style of thinking, aimed at finding not just non-standard solutions, but strategically adjusted, suitable for use in the real world.
Короткий адрес: https://sciup.org/147137906
IDR: 147137906 | DOI: 10.15293/2226-3365.1704.01