The use of gamification tools in the practice of modern education

2021 ◽  
pp. 173-181
Author(s):  
Elena Vladimirovna Bogdanova ◽  
◽  
Mark Sergeevich Musienko ◽  

The purpose of the article is to formulate the problem of using various gamification tools: role – playing games, simulators, video games in the practice of modern education. The article analyzes and describes a step-by-step methodology for introducing gamification into the learning process, starting from analyzing the internal environment of an educational organization and determining the goals of introducing gamification on its basis to choosing a platform for gamification, selecting rules and creating a motivation system for students. The article substantiates the relevance of research on the use of gamification in solving various levels of pedagogical tasks. Based on a comparative analysis of foreign studies on gamification, the article highlights the main trends in the use of gamification tools in real pedagogical practice, identifies and describes three key segments of gamification in relation to basic education: game products, auxiliary tools for the main educational program and tools for the formation of various cultural skills. According to the results of the study, conclusions are formulated. The prospects for the development of the research topic are outlined.

2020 ◽  
Vol 12 (3) ◽  
pp. 3-30
Author(s):  
T.N. Doronova ◽  
S.G. Doronov ◽  
E.G. Кhaylova

All-round development of a child in kindergarten is possible only when using educational programs that perform the function of structuring the entire volume of developmental influences on a child in kindergarten. Currently, this requirement is not fully observed, which leads to the loss or, on the contrary, unproductive duplication of part of the content of preschool education. This state of affairs necessitates the development of a typology of programs. Also, the typology of the program is the basis for building objective links between the goals of educational activities and its actual results. But, at present, connections of this kind can be built only through individual psychodiagnostic examinations, which is unacceptable for real pedagogical practice for a number of reasons. In this article, the authors, relying on the psychological and pedagogical concept of N.A. Korotkova, designing the structure of the educational program, which considering the whole variety of possible events occurring in the preschool educational organization and allowing, without using additional semantic links, to determine the course of children's development based on the manifestation of various types of initiative in their activities.


Author(s):  
Maksim Kharnikov

The problem of legal education of the teenager is relevant. The organizational and pedagogical conditions promoting effective legal education of the teenager in the educational organization are presented and analysed, are: creation of the partner environment integrating efforts of all subjects of legal education; support of increase in competence of teachers and parents on problems of legal education; ensuring inclusiveness of the teenager in the comprehensive program on forma-tion of legal culture of the personality; realization of modern social and educational methods tak-ing into account specific features of the teenagers and resources of the educational organization promoting increase in legal culture. It is established that the main subjects of legal education of teenagers are: Ombudsmen for Children; commission on affairs of minors and protection of their rights; bodies of the Ministry of Internal Affairs of the Russian Federation; bodies of the Ministry of Justice of the Russian Federation; bodies of the Ministry of Health; universities which are en-gaged in training of future lawyers; socially oriented non-commercial organizations, public organ-izations, funds educational and scientific institutions; The Internet portals directed to legal educa-tion, support of teenagers and their parents. In article the modern social and educational methods promoting increase in legal culture are considered: active educational lectures; problem lectures; debatable groups; role-playing games; imitating games; business games; analysis case situations; development and implementation of social projects; mentoring, tutor’s maintenance; method of event tourism; school services of reconciliation; the volunteer club directed to legal education of teenagers.


Sexualities ◽  
2020 ◽  
pp. 136346072096409
Author(s):  
Tanja Sihvonen ◽  
J Tuomas Harviainen

This article examines connections between games and BDSM (consensual bondage and discipline, dominance and submission, and sadism and masochism), theoretically speaking (in their respective research areas) as well as in practice. A common grounding behind these connections is the consideration of play as a foundational component in games and game studies as well as in BDSM practices and the studies of BDSM as a cultural phenomenon. We identify five sets of relevant connections. First, there are direct comparisons between the two types of play. Second, several live-action role-playing games have been made about BDSM, or for BDSM. Third, many other games have borrowed ideas from BDSM, as well, as have some BDSM activities, in turn, from games and play. Fourth, queer game studies frequently discuss subversive and transgressive play practices, which provide a fruitful context for analyzing play elements in BDSM, and BDSM-inspired elements in games. And fifth, both games and BDSM are frequently discussed in the research contexts related to performance, theater, and rituals, which forms a potential bridge between these activities. Through this five-strand exploratory analysis, we show how deeply interconnected these two realms are, even if the connection is only rarely mentioned, and to this date, not fully recognized as a valid research topic.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


1970 ◽  
Vol 8 (1) ◽  
pp. 165-172
Author(s):  
Оксана Воронкевич

У   статті   актуалізовано   проблему   поширеності   шкільного   насильства   у   середовищі   учнів  початкових класів. Особлива увага звертається на необхідність діалогічної взаємодії учасників освітнього  процесу як необхідної умови попередження насилля у школі.  Опираючись на результати власного дослідницького пошуку, автор пропонує варіант програми  психологічної профілактики шкільного насильства вчителів стосовно учнів. Дана програма спрямована на  формування  у  педагогів  навичок  глибинного  самопізнання  й  пізнання  дітей,  апробування  нових  форм  поведінки та базується на ідеї діалогізації педагогічної взаємодії, оскільки важливо налагодити суб’єкт- суб’єктну взаємодію учня та вчителя й не використовувати монологічну модель спілкування. Наголошено,  що педагоги повинні стимулювати будь-які прояви суб’єктної активності дітей, що сприяють виробленню  у них адекватної оцінки себе та свого оточення, розвитку здатності до самовизначення. Відзначено, що  для   діалогічного   освітнього   середовища   характерними   є   такі   властивості,   як   різноманітність,  динамічність, напруженість, достатність, кожна з яких сприяє високій ефективності освітньої взаємодії,  здійснює істотний вплив на розвиток особистості. Під час занять використано різні тренінгові методи:  рольові ігри, міні-лекції, мозковий штурм, обговорення в загальному колі тощо. Разом із тим поширено  інформацію з актуальних для педагогів питань спілкування з дитиною без агресії, злості та конфлікту.  Представлено  результати  успішної  апробації  програми  психологічної  профілактики  шкільного  насильства  з  боку  вчителів,  що проявилися в розумінні важливості толерантного ставлення до учнів,  набутті практичних умінь відчувати психологічний стан іншої людини та адекватно реагувати на нього,  виявляти доброзичливість, прихильність до школярів та надавати їм необхідну допомогу.  The article actualizes the problem of the prevalence of school violence among elementary school pupils.  Special attention is drawn to the need for dialogical interaction of participants in the educational process as a  necessary condition for preventing violence in school.  Relying on the results of his own research, the author suggests a variant of school violence psychological  prevention program of teachers in relation to pupils. This program is aimed at educating the students the skills of  deep self-cognition and cognition of children, testing new forms of behavior and is based on the idea of pedagogical  interaction dialogization, since it is important to establish subject-subject interaction between the pupil and the  teacher and not use the monologue model of communication. It is highlighted that teachers should stimulate any  manifestation of children's subject activity, which helps to develop an adequate assessment of themselves and their  environment, development of self-determination ability. It is noted that a dialogical educational environment is  characterized by such attributes as diversity, dynamism, intensity, sufficiency, each of them contributes to the high  effectiveness of educational interaction, have a significant impact on the development of personality. During the  classes various training methods were used: role-playing games, mini-lectures, brainstorming, discussions in the  general circle, etc. At the same time, information on relevant for teachers issues about communicating with a child  without aggression, anger and conflict is propagated.  Was presented results of successful approbation of the school violence psychological prevention program  from teacher’s part, manifested in the understanding importance of the tolerant attitude towards pupils, acquiring  practical skills of feeling the another’s person psychological state and react adequately to it, showing benevolence,  adherence to schoolchildren and providing them the necessary assistance. 


Temática ◽  
2018 ◽  
Vol 14 (3) ◽  
Author(s):  
Naiade Caparelli

O crescente desenvolvimento tecnológico tem transformado as diversas mídias do cotidiano. As mídias analógicas ganharam suas versões digitais e, junto com essa transformação, as características presentes nos primeiros meios também têm se reconfigurado para o digital, mostrando uma possível relação entre as novas e velhas mídias. O mesmo acontece com os jogos, em que os modelos analógicos constantemente influenciam as novas versões. Desta forma o presente artigo tem como objetivo entender como os livros-jogos analógicos se relacionam com os Role-playing games eletrônicos. Para compreender como ocorreu essa relação, foi necessário realizarmos uma comparação entre as diferentes modalidades de épocas distintas. Através desta pesquisa, foi possível demonstrar não somente a relação mútua dos livros-jogos com o RPG eletrônico atual, como também, de forma geral, entender como as novas mídias se apropriam de recursos de outros meios.Palavras-chave: Livros-jogos. RPG. Videogames.


2010 ◽  
Vol 39 ◽  
pp. 436-440
Author(s):  
Zhi Ming Qu

In recent years, much research has been devoted to the refinement of IPv6; on the other hand, few have investigated the confusing unification of interrupts and Internet QoS. In this position paper, it demonstrates the emulation of interrupts. In order to overcome this quagmire, a novel system is presented for the intuitive unification of expert systems and massive multiplayer online role-playing games. It is concluded that erasure coding can be verified to make heterogeneous, interposable, and event-driven, which is proved to be applicable.


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