APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION
The modern level of society development sets higher requirements for education. One of the most important trends in the development of education nowadays is the gamifacation, which allows to achieve high motivation and involvement of students into the educational process. The aim of the work is to...
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Format: | Article |
Language: | English |
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Science and Innovation Center Publishing House
2017-09-01
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Series: | International Journal of Advanced Studies |
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Online Access: | http://journal-s.org/index.php/ijas/article/view/10112 |
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author | Roman Yurievich Tsarev |
author_facet | Roman Yurievich Tsarev |
author_sort | Roman Yurievich Tsarev |
collection | DOAJ |
description | The modern level of society development sets higher requirements for education. One of the most important trends in the development of education nowadays is the gamifacation, which allows to achieve high motivation and involvement of students into the educational process.
The aim of the work is to test the hypothesis that the use of gaming moments in education, involving information technology, in particular the Internet-resource Kahoot!, increases the student’s involvement into the educational process, raise one’s motivation, and creates a comfortable educational environment that causes interest in subject learning.
The novelty of the research consists in the methodological organization of the learning process, within which the current control is carried out, thereby realizing active teaching methods. When implementing the proposed approach the Internet-resource Kahoot! was used. It provides opportunities for activating attention of the students and controlling the learning progress.
The results presented in the article confirm the effectiveness of the proposed approach and the use within its framework of Kahoot!, which allowed to create an interactive electronic educational environment. |
first_indexed | 2024-12-21T12:59:34Z |
format | Article |
id | doaj.art-0e22bdf699294a0599fe2cf8bc1bc865 |
institution | Directory Open Access Journal |
issn | 2328-1391 2227-930X |
language | English |
last_indexed | 2024-12-21T12:59:34Z |
publishDate | 2017-09-01 |
publisher | Science and Innovation Center Publishing House |
record_format | Article |
series | International Journal of Advanced Studies |
spelling | doaj.art-0e22bdf699294a0599fe2cf8bc1bc8652022-12-21T19:03:12ZengScience and Innovation Center Publishing HouseInternational Journal of Advanced Studies2328-13912227-930X2017-09-017191710.12731/2227-930X-2017-1-9-176081APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATIONRoman Yurievich Tsarev0Красноярский государственный аграрный университетThe modern level of society development sets higher requirements for education. One of the most important trends in the development of education nowadays is the gamifacation, which allows to achieve high motivation and involvement of students into the educational process. The aim of the work is to test the hypothesis that the use of gaming moments in education, involving information technology, in particular the Internet-resource Kahoot!, increases the student’s involvement into the educational process, raise one’s motivation, and creates a comfortable educational environment that causes interest in subject learning. The novelty of the research consists in the methodological organization of the learning process, within which the current control is carried out, thereby realizing active teaching methods. When implementing the proposed approach the Internet-resource Kahoot! was used. It provides opportunities for activating attention of the students and controlling the learning progress. The results presented in the article confirm the effectiveness of the proposed approach and the use within its framework of Kahoot!, which allowed to create an interactive electronic educational environment.http://journal-s.org/index.php/ijas/article/view/10112образованиегеймификациямотивациявовлечениеKahoot |
spellingShingle | Roman Yurievich Tsarev APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION International Journal of Advanced Studies образование геймификация мотивация вовлечение Kahoot |
title | APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION |
title_full | APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION |
title_fullStr | APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION |
title_full_unstemmed | APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION |
title_short | APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION |
title_sort | application of kahoot in education gamification |
topic | образование геймификация мотивация вовлечение Kahoot |
url | http://journal-s.org/index.php/ijas/article/view/10112 |
work_keys_str_mv | AT romanyurievichtsarev applicationofkahootineducationgamification |