Использование игровых платформ управления классом при онлайн-обучении для повышения качества образовательных результатов

Using game platforms of class management in online-learning for improve the quality of educational results

Problem and purpose. Problems of social and environmental nature, requirements for providing high-quality support for online education have revealed new conditions for implementation, difficulties and prospects for learning at a distance. The authors suggest using game technologies for managing information interaction in the classroom to support motivation, activate cognition, involve students in collaborative work, and control attendance. Method of research. Theoretical and methodological analysis and generalization of fundamental scientific works on the research problem, processing of the results of control measures and the content of the ClassDojo service (forms, thank-you letters, stickers, posters) are used. The authors took into account the provisions of the system-activity, personality-oriented and communicative approaches. The pedagogical experiment involved 48 students (75% of girls and 25% of boys) from the "Lyceum of Natural Sciences", Kirov. The G-signs criterion was used as a statistical processing method. Results. The features of online learning based on game technologies for managing information interaction through the ClassDojo service are formulated: the content of the educational material is focused on the peculiarities of perception of the modern schoolchild, the inclusion of mobile services activates cognitive interest, supports research and communication practice, intensifies the process of mutual assistance in the group. The empirical value of Gemp=3 less than Gcr=8 (for p=0.01) confirms that the shift towards improving the quality of educational results after using the ClassDojo game service is not accidental. Conclusion. The inclusion of game technologies to support class management in online-learning will help improve the quality of educational results while providing a set of conditions: activation of knowledge, connecting students to information interaction in new ways, expanding the classroom beyond the school walls, changing the roles of participants in the didactic process, the use of mobile applications. © 2020 LLC Ecological Help. All rights reserved.

Authors
Soboleva E.V.1 , Suvorova T.N.1 , Vasilenko A.V.2 , Vekua N.N. 3
Number of issue
4
Language
Russian
Pages
409-424
Status
Published
Volume
46
Year
2020
Organizations
  • 1 Department of Digital Technologies in Education, Vyatka State University, Kirov, Russian Federation
  • 2 Pedagogical Sciences, Mathematics School No. 2000 of Moscow, Moscow, Russian Federation
  • 3 Faculty of History and Philology, Testing Center for Migrant Workers, Sochi Institute (Branch) Peoples' Friendship University of Russia, Sochi, Russian Federation
Keywords
ClassDojo; Cognitive activity; Digital resources; Distance learning; Gamification; Information interaction; Motivation
Date of creation
16.12.2021
Date of change
15.05.2022
Short link
https://repository.rudn.ru/en/records/article/record/76418/
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