A modern school deals with a generation of students who were born and grown up in a digital environment and require other teaching methods. Changes in the technological and social conditions of modern society need new professional skills, which are often called “21st century skills”. These skills should be devel-oped starting from the primary school, as they are psychological and behavioural, rather than practical. Game-based learning and gamification are effective means of such skills development. The use of video games in teaching practice is studied multifaceted, along with formats and requirements of educational game, methods for effectiveness assessment, and the effect of games on students. The controver-sial nature of game-based learning effect on students require deeper research, as the increase in motivation and learning efficiency cannot be disputed, as well as the negative impact of a long gaming on cognitive abilities, emotional state and social skills of students. The study tested both an increase in the motivation and attraction of school students for the learning process, and the impact on the prac-tical results of information assimilation. There was conducted a survey on the re-sults of the application of game training to determine the motivation and attraction of students. Likewise, we counted time, spent by the study and control group, for mastering the main educational material and the post-class study of game content and the educational material it presents. A comparative test was conducted on the results of educational material comprehension to determine the effectiveness of the methodology in mastering knowledge. The group, with game-based learning and gamification applied, showed an increase in motivation and attraction to learning, students paid additional efforts for assimilating the material studied, and also showed significantly higher learning outcomes compared to the control group.
Education for sustainable development is an evolving concept aimed at providing an understanding of the relationship between sustainable development issues and the development of knowledge, skills, perspectives and values, which will enable people of all ages to commit themselves to creating a sustainable future. The aim of the study is the development of a widely applicable model of e-learning, which consists of seven consecutive levels of professional and personal development and is conceptually associated with a self-regulation strategy. The methodological core of such model creation is the theory of niche construction. Its application to the understanding of the systemic educational process allowed the assumption that, under the evolutionary pressure of the educational environment, a person is engaged in self-learning and self-development processes. Thus, needing to adapt to the educational niche’s interaction, the individual affects its development through active inclusion in the training process, showing a personal evolutionary impulse. The system, in turn, affects one’s individual growth through the socialization of his/her personal and professional qualities. The scientific novelty of this article lies in the proposed widely applicable, presumably universal model of distance education, which consists of seven levels of professional development. The results show progress in students’ mastery of skills, which are an integral part of education for sustainable development (ESD), namely, foresight, critical thinking and reflection, systemic thinking, building partnerships, and participating in decision-making. This article also demonstrates the existing functionality of platforms that technologically support the educational process, indicates their strengths and defines areas for further improvement and development within the framework regarding the concept of education for sustainable development. The study outcomes confirm the effectiveness of a universal distance education model for the stable professional growth of tourism and hospitality staff. Thus, it is advisable to implement the model’s conceptual structure into educational programs of modern e-learning systems. Supposed universality of the model opens up the possibility of its use in almost all fields for training personnel.
<p class="Following">This paper presents the results of research using an online Delphi method, which aimed to explore university teacher roles and readiness for learner-centred pedagogy, driven by personal learning environments (PLEs). Using a modified Policy Delphi technique, a group of researchers worked with 34 international experts who are university teachers by profession, but who are currently associated with PLEs as PLE-practising teachers, researchers, and developers. A questionnaire based on the relevant literature published between 2006 and 2012 was developed to serve the panel as the starting point for the Delphi debate. This questionnaire sought Delphi experts’ consensus on the names and task descriptions of 36 university teacher roles categorized into five core competencies. During the three rounds of this study, the experts changed the names of many roles and modified their task descriptions. The study concluded by identifying the 28 roles on which the Delphi panel was able to reach a consensus. The results also revealed that the university teacher today is ready to carry out the new roles suggested by this study.</p><p class="Following"> </p>
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