Pedagogy of gamification

Author(s):  
Alexander Nikolayevich Dakhin ◽  

The article deals with the issues of didactic support of students ‘ play activities that contribute to improving the effectiveness of education. Gamification is exactly the tool that ensures the motivated involvement of students in the cognitive sphere, and social, physical and communicative activity is the applied result of the introduction of this tool into the structure of both general and pedagogical education. The purpose of this article is to present the methodological grounds for the use of the game both in the organization of children’s recreation and in the didactic provision of pedagogical education that can apply gamification for pedagogical purposes. The issues raised are especially relevant in the conditions of excessive fascination of teenagers with all kinds of computer games, which causes concern for their “digital dementia”, since it is accompanied by the adoption of already programmed scenarios. Digital autism also causes alertness, which leads to physical inactivity and other somatic problems. Practice insistently requires researchers to put the modern socio-cultural phenomenon, which is gamification, at the service of modern education with an appropriate pedagogical justification.

2020 ◽  
Vol 65 (4) ◽  
pp. 109-118
Author(s):  
Constantin Răzvan Barbu Mihai ◽  
George Bogdan Burcea ◽  
Dragoş Laurenţiu Diaconescu ◽  
Marius Catalin Popescu ◽  
Ioan Turcu ◽  
...  

ABSTRACT. Esports (Electronics Sports or short for esports, e-sports) is the term used in multiplayer computer games competitions, most of them organized and dedicated to professional players. Nowadays, esports has become a real industry, generating profits for the hardware companies, for the event organizers, but especially for the players, who can reach record receipts from the awards given at different events around the. Esports has slowly evolved into a cultural phenomenon. Across Asia, North America and Europe, the best pro gamers are competing for a share in hundreds of thousands of dollars at each tournament, watched by thousands if not millions of people around the globe. The present paper aims to present some theoretical aspects regarding the connection between sport and society, and also the development of electronic sport in Romania.


2021 ◽  
pp. 44-50
Author(s):  
N. Ozhogina

The article reveals approaches to solving the urgent problem of modern education - the formation of communicative activity in junior schoolchildren. The most important role in this is assigned to a well-developed speech, the formation of which is successfully taking place in the process of teaching primary schoolchildren to write essays. The article presents interesting pedagogical techniques that contribute to the formation of the skills of productive statements in writing in younger schoolchildren: to draw up an essay plan, develop a creative idea, adhering to the logic of the narrative, and also improve the expressive, grammatical and stylistic aspects of speech.


2018 ◽  
Vol 7 (2) ◽  
pp. 148
Author(s):  
Ferdian Ondira Asa ◽  
Sahrul N

AbstrakSurau di Minangkabau sebagai tempat ibadah lebih dikenal sebagai mesjid, langgar dan musalla. Kehidupan surau sebagai tempat pendidikan  anak anak pada saat dahulu mendidik anak laki-laki di surau sebagai tempat bermalam, bermain, menggaji. Model pendidikan ini sudah merubah fungsi sebagai pendidikan modern. Fenomena surau masa lalu sebagai konsep dalam bekarya seni lukis, kehidupan surau di Minangkabau sebagai inspirasi dalam karya seni lukis merupakan bagian dari restrospeksi terhadap realita saat ini. Metode penciptaan karya seni lukis melalui  riset etik dan riset emik. Riset etik melalui teknik observasi, wawancara, mengamati dan mendokumentasikan fenomena yang ada di kehidupan surau. Riset emik teknik melukis membuat model dengan menggunakan plastisin untuk objek-objek utama kemudian di potret dengan kamera foto. Potret di jadikan sebagai acuan dalam melukis. Karya seni lukis yang divisualkan pada lukisan realis fotografi yang menceritakan kehidupan surau masa lalu, kehidupan tersebut seperti pendidikan, lukisan mengaji, batapian, bujang surau. Karya seni lukis tersebut bermaksud memberitahukan serta mengajak masyarakat untuk menghidupkan kembali kehidupan di surau. Sebab, kegiatan yang dilakukan di surau tersebut dapat membentuk karakter pemuda-pemudi di Minangkabau menjadi lebih baik. Ekspresi yang hadir dalam penciptaan karya merupakan perasaan marah, kecawa dan sedih, melihat fenomena yang terjadi. Kemudian diterapkan ke dalam karya seni lukis berbentuk dua dimensi, berupa simbol. Simbol yang hadir metafhor dari bentuk surau kemudian didisformasikan, sehingga hadir bentuk baru yang mewakili dari visual peranan kehidupan surau Minangkabau , dengan berpedoman pada unsur-unsur seni rupa.           Kata Kunci: surau, restrospeksi, fenomena budaya, Minangkabau AbstractSurau in Minangkabau as a place of worship is better known as mosques, langgar and musalla. The life of surau as a place for children's education when they first educated boys in surau as a place to spend the night, play, pay. This educational model has changed the function of modern education. The past surau phenomenon as a concept in the work of painting, the life of surau in Minangkabau as inspiration in painting is part of the retrospect of the current reality. Methods of creating paintings through ethical research and emic research. Ethical research through observation, interview techniques, observing and documenting phenomena that exist in surau life. Emik research painting techniques make models using plasticine for the main objects and then portrayed with a photo camera. Portrait is used as a reference in painting. The visualized artworks in realist photography that tell the life of the past, life such as education, mangaji  painting, bujang surau. The artwork aims to inform and invite people to revive life in surau. Because, the activities carried out in the surau can shape the character of young people in Minangkabau to be better.Expressions that are present in the creation of works are feelings of anger, laughter and sadness, seeing the phenomena that occur. Then it is applied to two-dimensional painting, in the form of symbols. The symbol that metaphor comes from the surau form is then informed, so that there is a new form representing the visual role of the life of the Minangkabau surau, guided by the elements of art.  Keywords: surau, restrospect, cultural phenomenon, Minangkabau


Author(s):  
Daria Kurenova ◽  
Andrey Olyanich

The paper focuses on the clusters of signs that support semiosis of belligerency and contribute to actualization of the concept-sphere "Militancy" in creolized advertising texts. The objectives of this study were to summarize the global research experience on the semiolinguistic and lingua-cultural phenomenon of advertising in connection with relevant discursive practices in the form of a creolized (poly-coded) text, to describe the Militancy's use as the psychological phenomenon in the semiosis of advertising through the cognitive conglomerate "Militarity", which is represented as the concept-sphere in the totality of such concepts as "War", "Weapon", "Ammunition", "Hostilities" "Aggression", " Demolition", "Homicide " ("Termination of Life").The substantial, figurative and valuable characteristics of the entire concept-sphere were considered in their connection with the constituent concepts. The authors pointed that militarity is a typical characteristic of modern ludic culture and it is actively exploited by advertising creative actors in formation of a semiotically saturated multi-code advertising text by means of an extensive cluster of militaronyms that denotes warfare and incorporates relevant aggressive images into the advertising discourse, thereby reinforcing and broadcasting ideas of achieving victory "in the fronts" of the advertising wars, in the "battles" of brands, or manufacturing companies. It is proved that militancy is reflected in the nominations and names of computer games and is supported in the semiosis of cyber space through using militaronyms (demolitonyms; instrumentatives; impetocaptives; locatives). Militancy in the semiolinguistic and discursive space of cinema advertising is discovered through semiosis of armabellitonyms and demolitonyms.


2013 ◽  
Vol 25 (1) ◽  
pp. 75-80 ◽  
Author(s):  
Kameel Mungrue ◽  
Azizah Fyzul ◽  
Starnella Ramroop ◽  
Tyler Persad ◽  
Amrika Asgarali

Abstract Background: The aim of this study is to measure the occurrences of the following risk factors: tobacco use, levels of physical activity, levels of physical inactivity, and body mass index (BMI) among adolescents in Trinidad. Methods: A two-stage random sampling process was used to select schools and students. Data were collected using a pretested self-administered questionnaire and included age, gender, ethnicity, tobacco use, levels of physical activity, levels of physical inactivity, BMI, and frequency of fast food consumption. Results: Overall, 44.6% of the 1896 adolescents already had more than two risk factors associated with cardiovascular disease (CVD). The most prevalent risk factor was the consumption of fast food (79.8%), while the least was smoking (12.0%). Out of the 75.4% physically active students, 47.6% spent more than 30 min in daily physical activity. In addition, 30.4% of the study population was overweight and obese, with the majority being 14 years of age (p=0.003). Overall, the overweight and obese students spent a significant amount of time watching television, playing video/computer games and talking on the phone, and frequently consumed fast food (p<0.001). Conclusion: The study found a significant number of teenagers in Trinidad presenting with more than two risk factors that may lead to CVD. Based on previous research, these findings have undoubtedly placed the students well within the models used to predict heart disease later in life.


Author(s):  
Maria Yakubovska ◽  
Viktoriya Budzinska

The example of studying the creative heritage of Taras Shevchenko deals with the problem of axiological component in the algorithm of becoming a student's personality as an important component of the formation of their professional competence; the variational technologies of providing the basics of cultural training of future professionals are partially substantiated. The conceptual axiological foundations of the artistic heritage of the Great Kobzar, the leading ideas of Slavic unity and identity in the work of Taras Shevchenko at the newest level of development of Ukrainian history, allow us to re-think the problem of correlating the development of human individuality and the world. These conceptual principles allow to produce the relevant educational and cultural phenomenon of modern education. The role of axiological principles that contribute to the formation of a qualitatively new specialist is considered; developing mutual understanding between peoples and between individuals. The strategy of education of young people in the spirit of preservation, augmentation of cultural heritage, cognition and awareness and attraction to common human values requires from teachers a high level of erudition, general culture, ability to self-education, self-education and pedagogical skill, professional competence a culture capable of creatively solving problems and seeking to change for the better not only their own lives, but also seeking to change for the better their own lives and the position of their country . The example of the analysis of cultural views of the cultural views of Taras Shevchenko considers the problems of axiology as the subject of a holistic and systematic study, and concrete examples show that the formation of cultural competence is connected with the system of student's values. The axiological principles of cultural studies as a factor of ensuring the social stability of the system of relations between man and society, man and other people are studied, which effectively influences the formation of consciousness, self-consciousness, social and professional qualities of personality.


Author(s):  
Valentina Voronkova ◽  
Vìtalina Nikitenko

STEM-education was analyzed as a modern social and cultural phenomenon, which is fundamental in the modern education of the information and innovation society. STEM-education is considered as the basis for the preparation of highly competitive specialists who will be able to become the creative basis for the formation of an innovative information society, which is high-tech, advanced intelligence, which requires the education of a creative person, creative education, creative activities.


2019 ◽  
Vol 7 (3) ◽  
pp. 331-338
Author(s):  
Rahma Djati Kusuma ◽  
Egi Adithia Adithia Pradana

 Virtual learning environment (VLE) has become an integral part of modern education. In the era of technology, students are using smartphone and computer in everyday learning. The use of computers for learning is diverse, starting from the simple thing like for reading e-books and learning materials to doing simulation. On the other hands, students are very familiar with computer games. 3D VLE offers learning process using media that looks like game so that students are motivated to learn and do the challenges given.   Keywords: virtual learning, virtual learning environment, education


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