Перегляд за Автор "Kruty, K."
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Документ Dysontogenesis and reduction of children's game: analysis, consequences, ways to solve problems(Rezekne Academy of Technologies, 2022) Kruty, K.; Holiuk, O.; Rodiuk, N.; Bilska, O.; Desnova, I.; Pakhalchuk, N.; Blashkova, O. M.; Блашкова, О. М.The research focuses on the philosophical aspects of children's play. The aim of the study is to analyze modern approaches to the classification and development of preschoolers` play activities, the negative phenomena of dysontogenesis and reduction of play. The authors analyzed the results of a survey of undergraduate students in specialty Preschool Education and their relatives about children's memories of the play, game situations and the impact of play competence (or lack of it) on adult life. Basic research methods are interview, surveys, statistical analysis. The main results of the study give grounds to claim that play is not the only leading activity of a senior preschooler. Even accepting the concept of "leading" and "non-leading" activities, it turns out that children's experimentation during preschool takes no less "leading" position than play. This fact radically changes the perception of conditions, goals and values in the organization of children's lives. The author's team proved that the dysontogenesis of play and non-acceptance of children's experimentation in preschool age leads to further distortion of the trajectory of development. The author's interpretation of the terms "play reduction", "play dysontogenesis", "amplification" and "simplification" of children's play is proposed.Документ Problems and Prospects of Formation of Digital Competence of Future Scientific and Pedagogical Workers of Higher Education Institutions Through Gamification: Opportunities Kahoot, Quizlet in the European Union(Sciedu Press, 2022) Holiuk, O.; Kruty, K.; Desnova, I.; Blashkova, O. M.; Korylchuk, N.; Блашкова, О. М.This article discussed the trends and features of the formation of digital competence of future teachers through virtual games such as Kahoot and Quizlet. The purpose of this article was to identify modern features of the use of virtual games in the educational process of future teachers in European Union. To achieved this goal, an analytical study was conducted on the use of Kahoot and Quizlet in education. A logical, historical, and comparative legal method was used to research prospects of formation of digital competence of future scientific and pedagogical workers of higher education institutions through gamification. Using a comparative legal method, a comparative analysis of the level of use of gamification tools. As a result, conclusions were made about a significant increase in the level of use of gamification tools in various types of educational activities of future research and teaching staff. It was determined that there are negative and positive effects of gamification. It is concluded that the use of gamification tools in various types of educational activities requires students to develop additional skills that are necessary in today's world. Active use of Kahoot, Quizlet in education helps to improve students' adaptive and social skills, quickly analyze their achievements and easily convey new information. Moreover, this format contains features before the usual learning format. Therefore, the problem of developing appropriate methods and skills of gamification in education was becoming urgent. As a result, it was determined that the topic of effective use of gamification tools in education is becoming increasingly important.