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1 | The article substantiates the effectiveness of gamification as a new way of learning organization, having a great pedagogical potential. It is proved that the use of computer games tools in the educational process, firstly, increases the motivation of the subject to give a stronger and better attention to educational activities, and secondly, extend the commitment to the goal, and finally, increases the probability of achieving this goal. From other gaming practices (role-playing, business games, etc.) gamification differs in not imitation nature of the activity: keeping unchanged the content of educational activities gamification radically transforms the way of organization these activities and accompany the entire education cycle. Keywords: gamification of education, gaming technology, way of learning organization | 1699 | ||||
2 | Reading as a leading process of initiation to knowledge is one of the main skills needed for educational activities, but also requires more time and cognitive costs from the learner. Information habits and needs of a new generation pose serious challenges for educational practices and require new solutions within the organization of the textual activity. In response to these challenges in practical field appear curious, successful experiments requiring review and synthesis. We consider the example of a successful gamification of the process of textual activity on the example of USATODAY project with the aim to identify the pedagogical potential of these technologies. Keywords: gamification, education, textual activity, reading, information | 809 |