List of publications on a keyword: «gamification»
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Primenenie sredstv STEAM-obucheniia v shkole
Book ChapterModern Challenges of Education and Psychology of Personality Formation- Authors:
- Svetlana M. Koniushenko, Mariia O. Komissarova, Zarina N. Khisametdinova
- Work direction:
- Глава 14
- Abstract:
- The chapter examines the results of a study on the content of the concepts of STEAM learning tools: «gamification», «game mechanics». The authors justified the relevance of their application in the educational process of STEAM teaching mathematics as a new learning tool is substantiated. The key to gamification lies in its ability to make mathematics relevant and exciting by fostering a positive relationship between learners and this important subject.
- Keywords:
- game, gamification, STEAM-learning, game mechanics, mathematical education of students
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Game forms of learning as a means of developing speaking in elementary school
Book ChapterModern educational technologies: Pedagogy and Psychology- Authors:
- Iuliia S. Vasileva, Nina S. Shvaikina
- Work direction:
- Глава 14
- Abstract:
- Research and practical examples demonstrate that game-based forms of learning are not only successfully introduced into the educational process, but can also bring noticeable results in the development of students’ communicative competencies. Game as a natural activity at this age can be the key to increasing interest in learning a foreign language and developing communication skills. Thus, the relevance of our research is determined by the need to search and test effective teaching methods that can maximize the potential of primary school students in the field of learning foreign languages. The development and implementation of game forms of learning, focused on the development of speaking skills, are becoming a response to modern educational challenges. The study contributes to the development of pedagogical science and methods of teaching foreign languages in the context of primary school education. It enriches the theoretical basis for the use of game forms of learning, highlighting their role in stimulating the development of speaking skills in primary schoolchildren.
- Keywords:
- game, gamification, speaking, gaming methods, gaming technologies
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Working with Gifted Children in a Modern Educational Institution
Book ChapterPedagogy and Psychology of Modern Education- Authors:
- Viktoriia E. Kuznetsova, Marina E. Ivanova, Elena N. Starkova
- Work direction:
- Глава 12
- Abstract:
- The material of the presented chapter reveals issues related to the creation of conditions for successful work with gifted children, including the basis of modeling, highlights methods for enhancing creativity, modern approaches to the elaboration of special development programs for teaching gifted children, and also describes pedagogical technologies for working with gifted children, among which is the innovative SRH-technology developed at the Department of Pedagogy and Modern Educational Technologies of the Moscow Region State University. The data presented by the authors can influence the optimization of education for gifted children.
- Keywords:
- brainstorming, hackathon, networking, foresight session, conditions of working with gifted children, model of work with gifted children, morphological analyses, synectics, gamification of education, SRH-technology, AR-methods
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Advanced Technology in Distance Education
ProceedingPsychologically Safe Educational Environment: Design Problems and Development Prospects- Authors:
- Svetlana N. Popova, Anna B. Zhdanova, Irina S. Antonova
- Work direction:
- Psychological security in the digital environment of an educational institution
- Abstract:
- Modern tendencies in Russian education and the shift of accents towards distance education need detailed analysis of the new technological solutions. The analysis of relevant technologies of the distant education with the use of classical approach, gamification of the educational process and automatized educational platforms is undertaken in the article. The possibilities and the limits of the development of modern educational technologies are examined.
- Keywords:
- educational technologies, gamification, VR/AR technology