Гейміфікація процесу навчання іноземної мови студентів ВНЗ
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Дата
2018
Автори
Пасічник, Олена Олексіївна
Pasichnyk, Olena
Назва журналу
Номер ISSN
Назва тому
Видавець
Кам'янець-Подільський національний університет імені Івана Огієнка
Анотація
Стаття присвячена процесу гейміфікаці, як перспективному інноваційному засобу підвищення іншомовної компетентності студентів ВНЗ під час дистанційної, самостійної, а також аудиторної роботи. Автор розглядає можливості інтеграції різноманітних освітніх платформ у навчальний процес з метою створення на їх основі інтерактивних професійно орієнтованих ігор, квестів та вікторин.
The article deals with the aspects of gamification of foreign language teaching in higher educational establishments. It refers to using game design techniques and game thinking to enhance non-game contexts. The idea of using games to improve the educational process in various aspects of life is not new. Nevertheless, it has only been recently, with the proliferation of the Internet and multiple types of digital devices, when their application in the area of education began to acquire recognition. Games have turned into something more serious than just entertainment and eventually, have become a matter of importance from the point of view of research. An increase in motivation levels, and therefore in students’ involvement in their learning process, would stimulate the gamification as a common tool in education. More specifically, games can increase students’ level of attention and persistence in learning. In order to win, students typically experience repeated failures when playing games, but through such repeated failures, learning takes place. The author defines setting targets and levels of difficulty, giving rewards and the chance for ‘restarting’, promoting cooperation as the main components of the process aimed at ensuring the meaningful gamification. It is outlined that the primary use of game layers is not to provide external rewards, but rather to help participants find a deeper connection to the underlying topic. The author analyses several educational online platform which facilitate learning experiences. DuoLingo is a free language-learning platform that includes a language-learning website and applications. Content Generator promotes interactive vocabulary based gaming. Jeopardy Labs allows teachers to create a customized jeopardy template without PowerPoint or to get access to numerous ready-made games. Despite the significant potential of gamification, it is important to implement only those elements that are most likely to be meaningful to the students and have a positive impact on their learning.
The article deals with the aspects of gamification of foreign language teaching in higher educational establishments. It refers to using game design techniques and game thinking to enhance non-game contexts. The idea of using games to improve the educational process in various aspects of life is not new. Nevertheless, it has only been recently, with the proliferation of the Internet and multiple types of digital devices, when their application in the area of education began to acquire recognition. Games have turned into something more serious than just entertainment and eventually, have become a matter of importance from the point of view of research. An increase in motivation levels, and therefore in students’ involvement in their learning process, would stimulate the gamification as a common tool in education. More specifically, games can increase students’ level of attention and persistence in learning. In order to win, students typically experience repeated failures when playing games, but through such repeated failures, learning takes place. The author defines setting targets and levels of difficulty, giving rewards and the chance for ‘restarting’, promoting cooperation as the main components of the process aimed at ensuring the meaningful gamification. It is outlined that the primary use of game layers is not to provide external rewards, but rather to help participants find a deeper connection to the underlying topic. The author analyses several educational online platform which facilitate learning experiences. DuoLingo is a free language-learning platform that includes a language-learning website and applications. Content Generator promotes interactive vocabulary based gaming. Jeopardy Labs allows teachers to create a customized jeopardy template without PowerPoint or to get access to numerous ready-made games. Despite the significant potential of gamification, it is important to implement only those elements that are most likely to be meaningful to the students and have a positive impact on their learning.
Опис
Ключові слова
гейміфікація, гра, іноземна мова, інтерактивність, gamification, game, foreign language, interaction
Бібліографічний опис
Пасічник О.О. Гейміфікація процесу навчання іноземної мови студентів ВНЗ / О.О. Пасічник // Педагогічна освіта: теорія і практика : зб. наук. пр. / Кам'янець-Поділ. нац. ун-т ім. Івана Огієнка, Ін-т педагогіки НАПН України. – Кам'янець-Подільський, 2018. – Вип. 24, ч. 2. – С. 344-349.