Article |
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Article name |
Gamification as a Means of Preparing Students of Pedagogical College for Solving Professional Problems |
Authors |
Pakhomova T.E. Candidate of Pedagogy, Teacher, masskva_te@mail.ri |
Bibliographic description |
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Section |
Theory and Methods of Professional Pedagogical Education |
UDK |
377 |
DOI |
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Article type |
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Annotation |
The technology of gamification as a means of preparing students of pedagogical college for
solving professional problems is considered in the article. The basic aspects of gamification such
as dynamics, mechanics, aesthetics, and social interaction are shown. The features of gamification
in education are described, they increase the motivation of students, encourage the assimilation
of educational material,involve students in the learning process, and stimulate them for further
training and development. The article describes three areas of students’ behavior in the game,
which are influenced by gamification: cognitive, emotional, social. The advantages and possible
negative consequences of gamification are disclosed. A table of some Internet services to implement
gamification in education is given. The application of gamification as a means of preparing students
of pedagogical college as future teachers for solving professional problems is justified. We consider
the on-line role-playing game Classcraft, which provides prizes, promotions, and penalties for lack
of good job in class: “health points”, “experience points”, “action points”, “power points”. This article
contains the case of using gamification as a means of preparing students of Chita Pedagogical
College for solving professional problems in the learning process. The stages of preparing students for application of Classcraft in the classes of the interdisciplinary course “Theory and methods of
teaching computer science in elementary school”, within the framework of the subject “Fundamentals
of information theory”, are described. The article presents the results of a survey of students
concerning the application of gamification in the classroom, namely: increasing the motivation to
study a theoretical module; presence of elements of competition in the class; formation of a system
of thought; training analysis of specific case studies; preparation for solving life and professional
problems, etc.
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Key words |
gamification, educational process, the Internet service. |
Article information |
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References |
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Full article | Gamification as a Means of Preparing Students of Pedagogical College for Solving Professional Problems |