APPLICATION OF KAHOOT! IN EDUCATION GAMIFICATION
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ID: 98776
2017
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Abstract
The modern level of society development sets higher requirements for education. One of the most important trends in the development of education nowadays is the gamifacation, which allows to achieve high motivation and involvement of students into the educational process.
The aim of the work is to test the hypothesis that the use of gaming moments in education, involving information technology, in particular the Internet-resource Kahoot!, increases the student’s involvement into the educational process, raise one’s motivation, and creates a comfortable educational environment that causes interest in subject learning.
The novelty of the research consists in the methodological organization of the learning process, within which the current control is carried out, thereby realizing active teaching methods. When implementing the proposed approach the Internet-resource Kahoot! was used. It provides opportunities for activating attention of the students and controlling the learning progress.
The results presented in the article confirm the effectiveness of the proposed approach and the use within its framework of Kahoot!, which allowed to create an interactive electronic educational environment.
| Reference Key |
tsarev2017applicationinternational
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| Authors | Tsarev, Roman Yurievich; |
| Journal | international journal of advanced studies |
| Year | 2017 |
| DOI |
DOI not found
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| URL | |
| Keywords |
Education
Technology (General)
Engineering (General). Civil engineering (General)
Information technology
Technology
psychology
social sciences (general)
education (general)
social sciences
applied optics. photonics
communication. mass media
theory and practice of education
miscellaneous systems and treatments
construction industry
|
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