Game technologies as a tool of motivation and improvement the quality of university students’ training
The article discusses and describes in detail the specifics of equipping the system of higher professional education with tools of modern pedagogical technologies – game technologies that have a significant impact on the quality of professional training of future specialists and their motivation to...
Main Authors: | , , |
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Format: | Article |
Language: | English |
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EDP Sciences
2020-01-01
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Series: | SHS Web of Conferences |
Online Access: | https://www.shs-conferences.org/articles/shsconf/pdf/2020/15/shsconf_ictp2020_00108.pdf |
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author | Mazanyuk E.F. Tretyakov A.L. Amichba L.R. |
author_facet | Mazanyuk E.F. Tretyakov A.L. Amichba L.R. |
author_sort | Mazanyuk E.F. |
collection | DOAJ |
description | The article discusses and describes in detail the specifics of equipping the system of higher professional education with tools of modern pedagogical technologies – game technologies that have a significant impact on the quality of professional training of future specialists and their motivation to obtain general and special competencies. The most relevant game technologies are considered separately. and their effectiveness (or inefficiency) is confirmed by means of a survey of leading teachers of the Crimea who actively use game technologies in their teaching practice. In addition. a significant segment of the study is devoted to reviewing and comparing the experience of predecessors in this matter. The role of various pedagogical approaches in the system of higher professional education is identified and updated. and their separate elements. especially significant for research. are highlighted. The author compares the opinions of various scientists (both practitioners and theoretical researchers) who address the study of the system of modern pedagogical technologies in general and game technologies in particular. on the basis of which a comprehensive conclusion is made. which is reflected in the final part of the article. A special place in the structure of the study is occupied by the selected key method – a questionnaire based on data provided by more than 100 teachers of higher and secondary professional education. This method is one of the most effective and promising methods of scientific-analytical and reflexive research. which is especially important in the framework of pedagogical science. |
first_indexed | 2024-12-22T22:11:06Z |
format | Article |
id | doaj.art-c9abc4d8af074a798e4df565624bf4e8 |
institution | Directory Open Access Journal |
issn | 2261-2424 |
language | English |
last_indexed | 2024-12-22T22:11:06Z |
publishDate | 2020-01-01 |
publisher | EDP Sciences |
record_format | Article |
series | SHS Web of Conferences |
spelling | doaj.art-c9abc4d8af074a798e4df565624bf4e82022-12-21T18:10:53ZengEDP SciencesSHS Web of Conferences2261-24242020-01-01870010810.1051/shsconf/20208700108shsconf_ictp2020_00108Game technologies as a tool of motivation and improvement the quality of university students’ trainingMazanyuk E.F.0Tretyakov A.L.1Amichba L.R.2V.I. Vernadsky Crimean Federal UniversityMoscow Region State UniversityFederal State Budgetary Educational Institution of Higher Education “Russian Academy of National Economy and Public Administration under the President of the Russian Federation”The article discusses and describes in detail the specifics of equipping the system of higher professional education with tools of modern pedagogical technologies – game technologies that have a significant impact on the quality of professional training of future specialists and their motivation to obtain general and special competencies. The most relevant game technologies are considered separately. and their effectiveness (or inefficiency) is confirmed by means of a survey of leading teachers of the Crimea who actively use game technologies in their teaching practice. In addition. a significant segment of the study is devoted to reviewing and comparing the experience of predecessors in this matter. The role of various pedagogical approaches in the system of higher professional education is identified and updated. and their separate elements. especially significant for research. are highlighted. The author compares the opinions of various scientists (both practitioners and theoretical researchers) who address the study of the system of modern pedagogical technologies in general and game technologies in particular. on the basis of which a comprehensive conclusion is made. which is reflected in the final part of the article. A special place in the structure of the study is occupied by the selected key method – a questionnaire based on data provided by more than 100 teachers of higher and secondary professional education. This method is one of the most effective and promising methods of scientific-analytical and reflexive research. which is especially important in the framework of pedagogical science.https://www.shs-conferences.org/articles/shsconf/pdf/2020/15/shsconf_ictp2020_00108.pdf |
spellingShingle | Mazanyuk E.F. Tretyakov A.L. Amichba L.R. Game technologies as a tool of motivation and improvement the quality of university students’ training SHS Web of Conferences |
title | Game technologies as a tool of motivation and improvement the quality of university students’ training |
title_full | Game technologies as a tool of motivation and improvement the quality of university students’ training |
title_fullStr | Game technologies as a tool of motivation and improvement the quality of university students’ training |
title_full_unstemmed | Game technologies as a tool of motivation and improvement the quality of university students’ training |
title_short | Game technologies as a tool of motivation and improvement the quality of university students’ training |
title_sort | game technologies as a tool of motivation and improvement the quality of university students training |
url | https://www.shs-conferences.org/articles/shsconf/pdf/2020/15/shsconf_ictp2020_00108.pdf |
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