Кафедра природничо-наукових та загальноінженерних дисциплін (ПНЗІД)

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  • Ескіз
    Документ
    A computer oriented model of blended learning of the English language
    (Національний технічний університет «Дніпровська політехніка», 2020) Isakova, Ye.; Zubenko, K. V.; Paziura, N.; Olekhnovych, V.; Ostashchuk, V.; Зубенко, K. В.; Ісакова, Є. П.; Пазюра, Н. В.; Олехнович, В. Д.; Остащук, В. І.
    An analysis of the experience of introducing the blended learning model in the process of learning English by students of a non-linguistic university in terms of the place of this model in the educational process, the relevance of its use in modern higher education conditions, defining basic criteria and requirements for the participants of the educational process to ensure the effective implementation of blended learning and determining conditions for the successful organization and control of training within the framework of the blended learning model. Qualitative and quantitative analysis of the results.
  • Ескіз
    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.