Abstract

The purpose of the research is to study the features of the methodology of performing "lectures with pre-planned mistakes" and Kahoot control of theoretical competencies of students of a physical culture and sport university. The introduction of a modern form of lectures, «lectures with pre-planned mistakes", into the educational process of ASIPCS students allowed us to identify that during one lecture session only 3-4 planned errors are enough to make it possible to solve all the challenges facing this form of lectures. The use of audio lectures on “General Pedagogy" and "Pedagogy of Sports" in the educational process of ASIPCS showed that students reacted positively to this innovation and expressed their opinion on the expediency and use. Gamification in the process of monitoring and checking students' knowledge through the Kahoot platform has shown its advantages over the traditional form of holding seminars. The vast majority of 2nd and 3rd year students highly appreciate the use of this information and communication technology in the educational process. This platform allows you to solve not only the tasks of monitoring, controlling, mastering and consolidating new theoretical knowledge, but also provides an opportunity to develop skills of collective thinking and collective decision-making.

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