Abstract

The article defines the essence of the concepts of "competence" and "competence in learning". These concepts’ understanding by different researchers is highlighted, differences and similarities of these concepts definition by scientists are shown. The concepts of "communicative competence" and "professional communicative competence" are defined, their features are outlined. Our study also examines the problem of losing interest in the learning as one of the main issues of modern pedagogy, analyzes a relatively new motivation tool "gamification". The definitions of this concept by different researchers are given. It is highlighted that the most appropriate one is the usage of gaming practices and mechanisms in a non-gaming context to engage users to solve different problems. It is also noted that to solve the problem of the effectiveness of professional training, the use of the gamification approach in learning the maritime English for professional purpose is proposed during the creation of e-courses in the system of blended education, which involves the harmonious combination of traditional learning and online learning using e learning environment. In our research we consider the gamification approach in the informational and educational environment. In our article the advantages of using the gamification approach comparing to other approaches are also outlined.

Highlights

  • Nowadays the growing trend in higher education is the rapid development of modern technologies

  • The foreign scholars, who explored the possibility of introducing a competent approach to the teaching of students and cadets, using gamification approach, proved that the learner moves forward from an introverted mode of shyness and becomes more motivated based on positive feedback and used game elements

  • To solve the problems set in the study, we used following interrelated methods: Theoretical: terminological analysis - to determine the basic concepts of the study “competence”, “communicative competence”, “competence in learning”, “gamification approach”; analy

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Summary

Introduction

Nowadays the growing trend in higher education is the rapid development of modern technologies. Pedagogical technologies are primarily aimed at the formation of a competent specialist, competitive in the global labor market. The concept of “communicative competence” was the subject of research of various disciplines [1]. Pedagogy aims to raise competencies to form an independent and responsible activity was systematically described in the works of the domestic scientists [2]. We suppose that the most systematic materials of the research are reflected in the works about the actual problem of formation of communicative activity of students of higher educational institutions [3]. Domestic scientists didn’t connect communicative competence formation with gamification. Gamification is analyzed as one of the trends to form communicative competence of students. Though there were no explanation of “competence” and “communicative competence” concepts [4]

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