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Повышение уровня учебно-познавательной активности студентов системы СПО с помощью креативных игровых технологий

Authors: Fedulova, K. A.; Korionov, YA. A.;

Повышение уровня учебно-познавательной активности студентов системы СПО с помощью креативных игровых технологий

Abstract

The possibilities of using creative gaming technologies to improve the quality of professional training and motivation of students in studying complex disciplines of the information block are considered. The need to use innovative methods and creative technologies is due to the needs of the modern generation of students - future IT specialists - in high-quality information training. The features of developing a modern online course containing theoretical materials, practical tasks and gaming elements are described. The use of gaming technologies contributes to a more effective integration of theory and practice of teaching information disciplines, increasing the level of educational and cognitive activity of students. The possibilities of using gamification methods in the form of an achievement system to stimulate student involvement in the educational process are shown (using the example of the discipline “Maintenance and repair of hardware of computer systems and complexes”).

Рассматриваются возможности использования креативных игровых технологий для повышения мотивации студентов к изучению сложных информационных дисциплин. Необходимость применения инновационных методов, креативных технологий обусловлена потребностями современного поколения обучающихся - будущих ИТ-специалистов - в качественной информационной подготовке. Описаны особенности разработки онлайн-курса, содержащего теоретические материалы, практические задания и игровые элементы. Применение игровых технологий способствует более эффективной интеграции теории и практики преподавания информационных дисциплин, повышению уровня учебно-познавательной активности обучающихся. Показаны возможности использования методов геймификации в виде системы достижений для стимулирования вовлеченности студентов в учебный процесс (на примере дисциплины «Техническое обслуживание и ремонт аппаратной части компьютерных систем и комплексов»).

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Keywords

МОТИВАЦИЯ, ОБРАЗОВАТЕЛЬНЫЙ ПРОЦЕСС, КРЕАТИВНЫЕ ИГРОВЫЕ ТЕХНОЛОГИИ, EDUCATIONAL PROCESS, GAMIFICATION, DIGITALIZATION, MOTIVATION, CREATIVE GAME TECHNOLOGIES, ЦИФРОВИЗАЦИЯ, ГЕЙМИФИКАЦИЯ

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average