2020
DOI: 10.31812/123456789/3869
|View full text |Cite
|
Sign up to set email alerts
|

The use of digital escape room in educational electronic environment of maritime higher education institutions

Abstract: The paper is tended to investigate the gamification activities use in educational electronic environment of maritime higher education institutions. Gamification methods with examples are described (gamification testing, QR Code quest, storytelling and escape room). Comparative characteristic of traditional learning and learning using gamification in educational electronic environment is given in the article according to different criteria: the place and role of teacher or students in the learning process; type… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
10
0
1

Year Published

2020
2020
2024
2024

Publication Types

Select...
6
4

Relationship

1
9

Authors

Journals

citations
Cited by 17 publications
(11 citation statements)
references
References 0 publications
0
10
0
1
Order By: Relevance
“…Objectivity -a criterion that combines reliability, validity and a number of aspects of psychological, pedagogical, ethical, value nature. When developing this test, all these requirements must be taken into account, but the final conclusions can be made only after its repeated practical application [43].…”
Section: Resultsmentioning
confidence: 99%
“…Objectivity -a criterion that combines reliability, validity and a number of aspects of psychological, pedagogical, ethical, value nature. When developing this test, all these requirements must be taken into account, but the final conclusions can be made only after its repeated practical application [43].…”
Section: Resultsmentioning
confidence: 99%
“…Psychological and social peculiarities of virtual and augmented reality implementation and their potential for enriching students' learning experience investigate in particular Makransky and Petersen [22], while highlighting the affective and cognitive paths that obviously contribute to increasing quantitative learning outcomes. Using of some common ones gamification function to promote a student-centered learning environment for personal and professional development dedicated the works of Buzko, Bonk and Tron [4], Champion [7], Haranin and Moiseienko [11], Katsko and Moiseienko [16], Pokulyta and Kolotylo [35], Shepiliev et al [38], Symonenko et al [41], Tokarieva et al [44], Tsay et al [45], Vakaliuk et al [46,47], Voloshynov et al [50], Yildirim [51], Zinovieva et al [53] etc. The conditions of application of telecommunication solutions in remote subject-information environments for acquiring competencies in the mastering of technical specialties are analyzed in detail by Barker et al [1], Calvo et al [6], Lovianova et al [21], Milani and Navimipour [23], Modlo and Semerikov [24], Modlo et al [25,26], Rashevska and Soloviev [37], Vlasenko et al [48,49].…”
Section: Analysis Of Modern Views Of Authoritative Scientists On Prob...mentioning
confidence: 99%
“…Gamification is attracting to games where there is usually no place for play. Many experts consider gamification as one of the most important trends in the information technology industry [12,49,53,67,82,90].…”
Section: Gamificationmentioning
confidence: 99%