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Геймификация в асинхронном образовательном процессе

Геймификация в асинхронном образовательном процессе

Abstract

The author of the paper discourses on the prospects of education in the context of the global tendency towards informatization and virtualization of the modern world, influence of these processes on personalized senses of education and educational values and related problems of methodological and technological education in relation to the personalized meanings and educational values. Educational individualization is defined by the author as the most expected way of educational evolution. Distance learning is studied as the main example of the modern transformative educational model. Asynchronous education is explored and characterized as one of the distance learning examples. While defining what asynchronous distance learning is, the author explores its role in the specifics of forming a subject to subject educational approach, while forecasting difficulties in creating holistic asynchronous educational environment. Gamification techniques in the educational process are studied with their respective opportunities and threats, examples in grad and post grad professional studies are provided, including but not limited to foreign language studies. Addictiveness as the goal and means of a build in gamification process is explored as the way to bridge the gap between students and the educators. The author studies gamification in the context of minimizing negative connotations from the educational process, while controversies between pain and game approaches of getting knowledge are brought into light.

Автор статьи размышляет о перспективах развития образования в контексте глобальной тенденции информатизации и виртуализации современного мира. Рассматривает трансформацию образования в свете влияния процессов информатизации на личностные смыслы образования и образовательные ценности. Индивидуализация образования определяется автором как наиболее вероятностный тренд развития, а в качестве примера трансформативной образовательной модели изучается дистанционное обучение. В дистанционном обучении выделяет асинхронное обучение и раскрывает особенности, присущие асинхроннному образовательному процессу. Определяет асинхронное обучение, его особенности и роль в формировании субъект-субъектного подхода в образовании, прогнозирует сложности формирования целостной асинхронной образовательной среды. Раскрывает возможности использования геймификационных техник в образовательном процессе и присущие этому возможности и угрозы, приводит примеры освоения геймификационных техник, в том числе в пост-профессиональном асинхронном образовании, обучении иностранным языкам. Аддитивность, как цель и следствие содержательной геймификации асинхронных образовательных курсов показана как механизм сокращения разрыва между преподавателями и студентами. Геймификация описывается автором в контексте минимизации негативных коннотаций от учебного процесса, поднимаются противоречия между страдальческим и игровыми подходами к освоению знаний.

Keywords

ТРЕНДЫ ОБРАЗОВАНИЯ,ИНФОРМАЦИОННО-КОММУНИКАЦИОННЫЕ ТЕХНОЛОГИИ В ОБРАЗОВАНИИ,ДИСТАНЦИОННОЕ ОБУЧЕНИЕ,СИНХРОННОЕ ОБУЧЕНИЕ,АСИНХРОННОЕ ОБУЧЕНИЕ,ВИРТУАЛЬНАЯ ОБРАЗОВАТЕЛЬНАЯ СРЕДА,ГЕЙМИФИКАЦИЯ,АДДИТИВНОСТЬ,EDUCATION TRENDS,INFORMATION AND COMMUNICATION TECHNOLOGIES IN EDUCATION,DISTANCE LEARNING,SYNCHRONOUS LEARNING,ASYNCHRONOUS LEARNING,VIRTUAL LEARNING ENVIRONMENT,GAMIFICATION

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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
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