APPLICATION OF PLAYING PRACTICES AS A TREND OF MODERN EDUCATION

Authors

  • Elena Lineva Pskov State University (RU)
  • Tatiana Zvyagintseva Pskov State University (RU)
  • Tatiana Kraseva Pskov State University (RU)

DOI:

https://doi.org/10.17770/sie2020vol3.5141

Keywords:

competencies, educational process, gaming technologies, survey results, quiz

Abstract

Traditional forms of education contribute to the acquisition of an information base by students, but do not form the necessary skills for future activities. Therefore, today, attempts are increasingly being made to integrate technologies used in the practical activities of business structures and the public sector into the educational process. These include Agile technology, gamification, the “inverted class”, which principles are flexibility, balanced teamwork, cooperation, initiative, transparency. The indicated approaches and tools are used by the authors of the article in the educational process for future engineers and managers.

Analyzing the work of students in the classroom using flexible and gaming technologies, as well as surveys based on class results, the authors draw a number of conclusions. Positive results include the ability to increase motivation to learn through such factors as recognition, self-realization, social connections, curiosity, and others.

The use of new approaches and tools in the educational process allows the teacher to design an educational environment that contributes to the formation of universal and personal competencies of students. A prerequisite for a wider and more active use of the considered approaches and tools at the university is the adoption of this concept by the teaching staff and confidence in its effectiveness.

 

Downloads

Download data is not yet available.

References

Bahmet'eva, I.A. & Jajlaeva, R.N. (2019). Igrofikacija v obrazovanii. Colloquium-journal, 21(45), 10 - 13.

Bartle, R.A. (2003). Designing Virtual Worlds. Indianapolis, IN: New Riders Publishing.

Bern, E. (2004). Igry, v kotoryye igrayut lyudi. Psikhologiya chelovecheskikh vzaimootnosheniy. Retrieved from https://e-libra.ru/read/479645-igry-v-kotorye-igrayut-lyudi-lyudi-kotorye-igrayut-v-igry-sbornik.html

Bessmertnyj, A.M. & Gaenkova, I.V. (2016). Igrofikacija kak obrazovatel'naja paradigma obuchenija. Izvestija VGPU, 6(110), 15–22.

Gilford, Dzh. (1965). Tri storony intellekta. Psikhologiya myshleniya. Retrieved from http://baguzin.ru/wp/dzh-gilford-tri-storony-intellekta/

Johnson, L., Adams Becker, S., Estrada, V., & Freeman, A. (2015). Otchet NMC Horizon: vysshee obrazovanie. Ostin, Tehas: New Media Consortium.

Kazun, A.P. & Pastuhova, L.S. (2018). Praktiki primenenija proektnogo metoda obuchenija: opyt raznyh stran. Obrazovanie i nauka, 20(2), 32-59.

Kheyzinga, Y. (2004). Homo Ludens. V teni zavtrashnego dnya. Retrieved from http://baguzin.ru/wp/dzh-gilford-tri-storony-intellekta/

Lisina, E.D., Grjaznova, E.V., & Mal'ceva, S.M. (2018). Problemy vnedrenija tehnologii «FLIPPED CLASSROMM» v obrazovatel'nyj process vuza. Innovacionnaja jekonomika: perspektivy razvitija i sovershenstvovanija, 7(33), 247 – 251.

Perevernutyj klass: tehnologija obuchenija XXI. Retrieved from https://www.ispring.ru/elearning-insights/perevernutyi-klass-tekhnologiya-obucheniya-21-veka

Serova, A.V. (2018). Igra i obrazovanie. Retrieved from https://olymp.hse.ru/data/2018/04/19/1150481348/Igra i obrazovanie_Serova2018

Torrance, E.P. (1977). Deliverance and nurturance of giftedness in the culturally different. Reston, VA: Council for Exceptional Children.

Yu-kai Ch. (2016) Gamification & Behavioral Design. Retrieved from https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/

Verbakh, K. & Khanter D. (2012). Vovlekay i vlastvuy. Igrovoye myshleniye na sluzhbe biznesa. Retrieved from https://nice-books.ru/books/knigi-o-biznese/upravlenie-podbor-рersonala/page-3-16158-kevin-verbah-vovlekai-i-vlastvui-igrovoe-myshlenie-na.html

Downloads

Published

2020-05-20

How to Cite

Lineva, E., Zvyagintseva, T., & Kraseva, T. (2020). APPLICATION OF PLAYING PRACTICES AS A TREND OF MODERN EDUCATION. SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference, 3, 342-352. https://doi.org/10.17770/sie2020vol3.5141