Integration of the dynamic concept of knowledge change in gamified virtual educational environments

Evgeniy Zaripov, Sergey Plotnikov

Abstract


 In educational institutions, the educational space should respond quickly to the needs of modern society, but in addition to speed, it should ensure high quality of education, its accessibility, as well as ensure safe information interaction. The implementation of such an educational environment is represented in a large number of various models carried out by high-level specialists who are not just passionate about their work, but are ready to study together with students and give them freedom of choice in obtaining new knowledge, skills and abilities. The modern educational space dictates the requirements that are conditioned by the present time: orientation to the specific needs of society; learning should be without coercion; the growth of personal knowledge; the desire to learn is based on self-motivation; students are responsible for the results that were obtained as a result of educational activities; flexibility in choosing ways and methods of teaching; self-assessment of students through criteria.

The article discusses the possibilities of integrating the dynamic concept of knowledge change to improve the effectiveness of learning using gamified virtual educational environments. Deterministic and random correlations between the levels of study and the development of key competencies by students are considered. Possible options for optimizing the development and use of gamified virtual educational environments are discussed. The possibilities of visualization of the educational process with the help of computer training systems by means of gamified virtual educational environments are investigated.


Full Text:

PDF (Russian)

References


Zaripov E.A. Choosing the concept of using IT tools for gamification of end-to-end project training / S.B. Plotnikov, E.A. Zaripov, A.S. Volchkova // All-Russian scientific conference of young researchers with international participation "Socio-humanitarian problems of education and professional self-realization" (Social engineer-2021): collection of materials Part 1. - Moscow: Kosygin Russian State University, 2021. - pp. 172-175.

Sida M. From visual modeling to virtual reality and games / M. Zidan // Computer. - 2005. - №38 (9). - Pp. 25-32.

Akchelov E.O., Galanina E.V. Novy approach to gamification in education [Text] / E.O. Akchelov, E.V. Galanina // Vectors of well-being: economy and society. - 2019. - №1 (32). - Pp. 117-119

Moro C., Phelps C., Stromberg Z. Utilizing serious games for physiology and anatomy learning and revision / C. Mono, C. Phelps, Z. Stromberga // Advances in Physiology Education. - 2020. - №44(3). - P. 505-507.

Zaripov E.A. Information compatibility based on standardization in the tasks of gamification of the learning process / S.B. Plotnikov, E.A. Zaripov, A.S. Volchkova // Sat. Proceedings of the XI International Scientific Conference "IT - STANDARD 2021" - M.: Prospekt Publishing House, 2022. - C. 94-99"


Refbacks



Abava  Кибербезопасность FRUCT 2023

ISSN: 2307-8162