FOREIGN EXPERIENCE OF THE USE OF "MINECRAFT: EDUCATION EDITION" IN PROJECT ACTIVITY
DOI:
https://doi.org/10.14308/ite000644Keywords:
educational gamification, Minecraft: Education Edition, project activityAbstract
The relevance of the rapid development of Internet technologies in today's digital society, causing rapid changes in education is substantiated in the article. A thorough analysis of the foreign experience of using the educational version of "MINECRAFT: EDUCATION EDITION" in the project activity has been carried out. Internet sources, psychological-pedagogical and educational-methodical literature on the research problem are analyzed. The main educational trends, including remote and mobile learning, MOOC, supplemented reality, cloud LMS, personalization, BigData, gamification, which change the content of education and its impact on quality are named. It is proved that the use of gaming models and techniques for educational purposes can have a positive effect on the effectiveness of children teaching. The content of the sections and the main directions of using the educational platform in the educational process and the project activity of the students and teachers are considered. The results of joint work of children in mathematics, language and literature, history and geography are presented. The important aspects that are necessary in the information society are the cooperation, self-study and effective communication of subjects of the educational process for the implementation of project-oriented, educational-cognitive and innovative activities in educational practice. A promising area for further research is the design of Minecraft: Education Edition game scenarios methodology for the further implementation in domestic educational practice.
Downloads
Metrics
References
Showcase and Microsoft School List 2016-2017. Доступно: https://www.microsoft.com/enus/education/school-leaders/showcase-schools/default.aspx.
Левин, М. (2012) Как технологии изменят образование: пять главных трендов. Доступно:
http://www.forbes.ru/tehno/budushchee/82871-kak-tehnologii-izmenyat-obrazovanie-pyat-glavnyhtrendov.
Гейміфікація. Доступно: https://uk.wikipedia.org/wiki/Гейміфікація.
Ткаченко, О. (2015) Гейміфікація освіти: формальний і неформальний простір. Актуальні питання гуманітарних наук,11,303-309.
Minecraft: Education Edition. Доступно: https://education.minecraft.net/.
Коневщинська, О. Е. (2017) Проблема Інтернет-мовлення старшокласників в електронних соціальних мережах. Інформаційні технології і засоби навчання, 60(4), 77-86. Доступно:
https://journal.iitta.gov.ua/index.php/itlt/article/view/1845.
Бершадский, А.М. & Янко, Е.Е (2016) Игровые компьютерные технологии в системе образования.
Полякова, В. А. & Козлов, О. А. (2015) Воздействие геймификации на информационнообразовательную среду школы. Современные проблемы науки и образования.
Духнич, Ю. (2011) Обучение, основанное на игре. Портал о технологиях обучения и развития
персонала Smart Education. Доступно: http://www.smart-edu.com/obuchenie-osnovannoe-naigre.html.
Showcase and Microsoft School List 2016-2017. Retrieved from https://www.microsoft.com/enus/education/school-leaders/showcase-schools/default.aspx.
Levin, M. (2012) How technology will change education: five major trends. Retrieved from
http://www.forbes.ru/tehno/budushchee/82871-kak-tehnologii-izmenyat-obrazovanie-pyat-glavnyhtrendov.
Gameplay. Retrieved from https://en.wikipedia.org/wiki/Gamification.
Tkachenko, O. (2015) Gamification of education: formal and informal space. Actual questions of the humanities: Interuniversity collection of scientific works of young scientists of the Ivan Franko Drohobych State Pedagogical University, 11, 303-309.
Minecraft: Education Edition. Retrieved from https://education.minecraft.net/.
Коnevshchynska, О. Е. (2017) Problem of Internet communication of upper secondary school pupils in electronic social networks. Information Technologies and Learning Tools, 60(4), 77-86.Retrieved from https://journal.iitta.gov.ua/index.php/itlt/article/view/1845.
Bershadsky, A.M. & Yanko, E.E. (2016) Gaming computer technologies in the education system. Modern technology and technology, 9. Retrieved from http://technology.snauka.ru/2016/09/10429.
Polyakova, V. A. & Kozlov, O. A. (2015) The impact of gaming on the information and educational environment of the school. Modern problems of science and education, 5.
Dukhnich, J. (2011) Training based on the game. Portal about technologies of training and development of personnel of Smart Education. Retrieved from http://www.smartedu.com/obuchenie-osnovannoe-na-igre.html.
Downloads
Published
How to Cite
Issue
Section
License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.