Abstract

The article discusses an example of a lesson on the theme "Developing a website in HTML" using gamification elements. Gamification elements such as points, symbols, ranking tables, events, incentives (awards) are highlighted. An example of the use of the domestic online service Picnote at the organizational stage and the stage of reflection is given. This service allows you to record and subsequently analyze the emotional state of students and their mood for the lesson. The division into teams occurs using the online service "Wheel of Fortune"; the article discusses the technology for using this service. At the stage of updating knowledge, game moments in the lesson are created using a digital tool such as the Joyteka platform. The article substantiates the advantages of using the Joyteka platform in the educational process. The lesson includes two games: "Terms" and "Quest", developed by the teacher for this lesson on the Joyteka platform. Examples of coupons to encourage students in class are provided. The article demonstrates a step-by-step walkthrough of the quest room with example tasks and answers. At the stage of generalization and systematization, students are invited to feel like developers and create a website for a company engaged in space tourism. Additional materials have been developed for the lesson.

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