Abstract
The article presents the interim results of the study of gamification as a resource of educational activity both from the point of view of research and from the point of view of the development of content and technological tools for the introduction of gamification in pedagogical activity. The logic of the conducted research consists of three interrelated and complementary stages of research work with a consistent solution of the tasks: the analytical stage, the prototyping stage and the implementation stage of research work. Analytically, the stage is aimed at research and substantiation of scientific-methodological and instrumental-technological approaches to the use of gamification in pedagogical education; generalization and systematization of the experience of using gamification in the activities of educational organizations of different levels of the subjects of the Russian Federation. At the prototyping stage, the study and development of content and technological tools for the introduction of gamification into pedagogical activity was carried out, which was reflected in the creation of a bank of gamification tools for use in pedagogical education. At the third stage of the implementation of the research work, the approbation and introduction of research results and created educational products into the practice of pedagogical activity was carried out.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.