- Толочко, С.В. (orcid.org/0000-0002-9262-2311) (2023) Innovative technologies of formation of education applicants’ competence: from gamification to project activity «Вісник науки та освіти» (Серія «Філологія», Серія «Педагогіка», Серія «Соціологія», Серія «Культура і мистецтво», Серія «Історія та археологія»), 4 (10). pp. 710-725. ISSN 2786-6165
Text
4561-Текст статті-4587-1-10-20230513.pdf - Published Version Download (573kB) |
Abstract
The article provides a theoretical and methodological analysis of gamification and project activities as innovative technologies to form education applicants’ competence. Conceptual and categorical apparatus of the research was determined, in particular, the terms «innovation», «innovations in education», «innovative technologies», «innovative educational technology», «gamification», «project technologies» were investigated. It is noted that the term «gamification» is used to describe those functions of an interactive system, which are aimed at motivating and involving end-users - customers of services - in the process of creating a new product through the use of game elements and mechanics. It was found out that project as an innovative technology for formation of the education applicants’ competence is currently one of the most promising in professional training of specialists. Thanks to this technology, educational process is filled with a professional context and ability of education applicants to self-education, self-improvement, effective educational and cognitive activity, development of creativity, communication, independence, and formation of research competence. Content analysis of the concepts «gamification» and «project technologies» was performed. Comparative analysis of gamification and project activity as innovative technologies for formation of education applicants’ competence was carried out in terms of the purpose, tasks, forms of manifestation, types, nature of contacts, structure, stages, presentation of results, scenarios for the implementation, criteria for success of pedagogical efforts. It is concluded that application of gamification technology ensures demonstration of high educational activity among students, intensifies process of developing their abilities, forming a responsible attitude to collective responsibilities when solving educational situations. The educational project requires creation and provision of opportunities to perform personally significant activities independently, in a team or individually with the maximum use of one's own capabilities.
Downloads
Downloads per month over past year
Actions (login required)
View Item |