2018
DOI: 10.29333/ejmste/89843
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Didactic Value of Gamification Tools for Teaching Modeling as a Method of Learning and Cognitive Activity at School

Abstract: The relevance of this article is determined by the possibility to increase the efficiency of teaching modeling at schools by means of involving modern gaming and educational platforms in students' cognitive activity. The problem of the study results from the contradiction between the broad potential of the gamification tools to motivate and involve students in modeling, to improve their skills, and the ideas of the general methodology about gamifying the educational process as well as the lack of well-designed… Show more

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Cited by 18 publications
(16 citation statements)
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“…The maturity of programming skills, communication with artificial intelligence and other people, and the level of cognitive development are the basic indicators that determine the effective didactic system (Soboleva et al, 2018). Within the framework of e-learning, digital technologies, gamification elements, cyber-physical devices, etc.…”
Section: Analysis Of Russian Scientific and Pedagogical Literaturementioning
confidence: 99%
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“…The maturity of programming skills, communication with artificial intelligence and other people, and the level of cognitive development are the basic indicators that determine the effective didactic system (Soboleva et al, 2018). Within the framework of e-learning, digital technologies, gamification elements, cyber-physical devices, etc.…”
Section: Analysis Of Russian Scientific and Pedagogical Literaturementioning
confidence: 99%
“…Suvorova suggest using Kahoot!, Plickers, and Quizlet as the main resources for gamification (Isupova, Suvorova, 2019). In addition, gamification can serve as a tool for increasing the intensity of communication, involving students in interaction, teamwork, and creating their own information product (Soboleva et al, 2018).…”
Section: Analysis Of Russian Scientific and Pedagogical Literaturementioning
confidence: 99%
See 1 more Smart Citation
“…The learning process has emerged as an innovation in fun-learning design for students (Su, 2017). It allows users to engage themselves in daily activities and workflow with rewarding, fun, and memorable experience (Soboleva, Galimova, & Maydangalieva, 2018). Users feel that they have achieved something and become addicted to their daily activities (Fan & Xiao, 2015).…”
Section: |mentioning
confidence: 99%
“…Teachers/language instructors could assign different levels of assessments based on pedagogic level and behaviors, such as in an assignment in which students were given points for matching one figure to another. In another application, Soboleva et al (2018) investigated the didactic potential of gamification for teaching modelling. The authors concluded that use of the gamification platforms and services increased motivation and visual expression in learning a subject with abstract theoretical concepts, while also improving the efficiency of the learning process.…”
Section: Use Of Gamification With Schoolchildrenmentioning
confidence: 99%