A Sight over Gaming Technologies in Pedagogical Context Cover Image
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Един поглед към игровите технологии в педагогически контекст
A Sight over Gaming Technologies in Pedagogical Context

Author(s): Valentin Atanasov
Subject(s): Social Sciences, Education, Sociology, Preschool education, School education, Vocational Education, Educational Psychology, State/Government and Education, Social development, Family and social welfare, Sociology of Education
Published by: Национално издателство за образование и наука „Аз-буки“
Keywords: gamification; learning games; ICT lessons; motivation; education; e-learning

Summary/Abstract: In terms of aggressively growing technological environment in different public fields a new generation of adolescents are formed. Their perceptions today are based largely by various smart devices and apps offering more fun and pleasure. On the other hand the phenomena demotivation among the students in the real educational process directly influences on the quality of created competencies and relations. Without it the student won’t be able to step in at the beginning in his life and realization successfully. The game technologies take unconditional and important part of the public relations in adolescents. But, to be able pedagogues fully to take advantages of this game based approach, expanding their didactical tools, members of the technological community have to create the prerequisites for it. A need to be formulated standard for learning resource with wide level (next level) of interactive functionalities which new or revised standard has to replace the existing ones. The second reason is that ICT reality in class demands. Gamification, based on didactical principles would use these next level learning resources giving more power to the educators and could be act a as motivating factor for demotivated students.

  • Issue Year: 89/2017
  • Issue No: 5
  • Page Range: 672-683
  • Page Count: 12
  • Language: Bulgarian