Будь ласка, використовуйте цей ідентифікатор, щоб цитувати або посилатися на цей матеріал: dspace.pdpu.edu.ua/jspui/handle/123456789/19459
Назва: Leveraging gamification and game-based technologies for educational purposes
Автори: Sikora, Y.
Черних, Володимир Володимирович
Shaforost, Y.
Danylyuk, S.
Chernykh, Volodymyr Volodymyrovych
Ключові слова: virtual communication
online interaction
adolescents
secondary school students
new Ukrainian school concept
online learning
Дата публікації: чер-2024
Видавництво: MALQUE Publishing
Бібліографічний опис: Sikora, Y., Chernykh, V., Shaforost, Y., Danylyuk, S., & Chemerys, I. (2024). Leveraging gamification and game-based technologies for educational purposes. Multidisciplinary Reviews, 7, 2024spe008. https://doi.org/10.31893/multirev.2024spe008
Короткий огляд (реферат): The significance of the study is underscored by the continual challenges confronting contemporary educators in their quest for innovative teaching methodologies. This matter is a subject of investigation by numerous scholars and is accentuated by the evolution of information and communication technologies, the imperative rise of distance and online learning, and systemic alterations in the national educational framework. The adoption of the Conceptual Framework for Reforming Secondary Education, known as the "New Ukrainian School," endorsed by the Board of the Ministry of Education and Science of Ukraine on October 27, 2016, has intensified the exploration of modern, engaging, and efficacious teaching technologies. The heightened emphasis on the elimination of standardization within the educational process, cultivation of student interest, stimulation of motivation for academic endeavors, encouragement of collaborative learning, fostering of mutual assistance, promotion of mobility and dynamism, and the cultivation of creativity are intrinsic attributes of contemporary pedagogical approaches. These attributes align with the prevailing transformative trends in education both within Ukraine and globally. The primary objective of this study is to analyze the integration of gaming technologies within secondary school education. The employed research methodologies encompass the application of analysis, synthesis, generalization, and the systematic examination of scientific literature. The study emphasizes the process of generalization as a pivotal methodological approach. The research materials are centered on the exploration of gamification and gamebased learning technologies within the pedagogical and scholarly discourse in both Ukrainian and international contexts
URI (Уніфікований ідентифікатор ресурсу): dspace.pdpu.edu.ua/jspui/handle/123456789/19459
Розташовується у зібраннях:Кафедра прикладної математики та інформатики

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