Introducing Smart Technologies for Teaching and Learning of Fundamental Disciplines

Bibliographic Details
Parent link:Smart Innovation, Systems and Technologies
Vol. 59 : Smart Education and Smart e-Learning.— 2016.— [P. 507-514]
Main Author: Rozhkova S. V. Svetlana Vladimirovna
Corporate Authors: Национальный исследовательский Томский политехнический университет Институт социально-гуманитарных технологий Кафедра организации и технологии высшего профессионального образования Инновационно-технологический центр развития инженерного образования, Национальный исследовательский Томский политехнический университет Физико-технический институт Кафедра высшей математики
Other Authors: Rozhkova V. I. Valentina Ivanovna, Chervach M. Yu. Mariya Yurievna
Summary:Title screen
The authors discuss methods and techniques of introducing gaming technologies to the process of education, as well as a merge of intellectual (smart) technologies and serious games (gamification) in the field of education. The main aim and objective of the gamification is seen as the process of motivation allowing disclosing students’ creative abilities and stimulating their learning activity. The article presents best practices of implementation of innovative educational approaches, including gamification of educational process, based on the example of a system of elite technical education executed in National Research Tomsk Polytechnic University (TPU).
Режим доступа: по договору с организацией-держателем ресурса
Published: 2016
Subjects:
Online Access:http://dx.doi.org/10.1007/978-3-319-39690-3_45
Format: Electronic Book Chapter
KOHA link:https://koha.lib.tpu.ru/cgi-bin/koha/opac-detail.pl?biblionumber=650013