2019
DOI: 10.13187/ejced.2019.3.613
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Quest in a Digital School: the Potential and Peculiarities of Mobile Technology Implementation

Abstract: The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally test the effectiveness of using mobile game applications in the "quest" genre in order to form necessary competencies of future specialists in a digital school envir… Show more

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Cited by 3 publications
(7 citation statements)
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“…The didactic component assumes that the designing of the escape room should be preceded by a system of planned educational and personal results and over-subject competencies. The development of a game story, reasonable choice of software and hardware support, and correlation of the emotional and psychological component with content of the game educational space are the important methodological stages in planning the escape room and corresponds to the conclusions of E. V. Soboleva [8]. The study justifies the possibility and effectiveness of using the escape room as a technology to stimulate students' cognitive interest, satisfying their requirements and aspirations in choosing future professions and improving the quality of the didactic process as a whole.…”
Section: Resultsmentioning
confidence: 99%
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“…The didactic component assumes that the designing of the escape room should be preceded by a system of planned educational and personal results and over-subject competencies. The development of a game story, reasonable choice of software and hardware support, and correlation of the emotional and psychological component with content of the game educational space are the important methodological stages in planning the escape room and corresponds to the conclusions of E. V. Soboleva [8]. The study justifies the possibility and effectiveness of using the escape room as a technology to stimulate students' cognitive interest, satisfying their requirements and aspirations in choosing future professions and improving the quality of the didactic process as a whole.…”
Section: Resultsmentioning
confidence: 99%
“…F. K. M. Arif, N. Z. Zubir, M. Mohamad, M. M. Yunus as a team of authors and developers of interactive applications with the ability to support the technology of the educational quest with the potential for the formation of high-demanded competencies in modern society, indicate in most cases, in practice there is no broad discussion of the form and content of resources with participants in the digital educational environment [22]. Analyzing the various functions of digital services that stimulate student personality development and support educational and cognitive goals, we conclude that most of these services correspond to the high-demanded competencies of professionals of the future [8]. However, there are practical difficulties in implementing the identified potential opportunities for game-based forms of education, including WebQuest, precisely because of the need for teachers to change the entire methodological system [23].…”
Section: Literature Reviewmentioning
confidence: 93%
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“…Along with the development of technology, artificial intelligence (AI) is also growing rapidly (Kaiss, Mansouri, and Poirier 2023), (Hassan, Al-Chlaihawi, and Khekan 2021). One aspect of AI that has caught the attention of the education world is chatbots, which have been used in various contexts to provide support and assistance to users (Soboleva 2019), (Elzayady et al 2022). A chatbot is a computer program designed to have conversations with humans through chat applications, such as text messaging or instant messaging platforms (Judd and Graves 2012).…”
Section: Introductionmentioning
confidence: 99%