A methodology for gamifying of the educational process

Bibliografische gegevens
Parent link:2018 IEEE Global Engineering Education Conference - Emerging Trends and Challenges of Engineering Education: 17-20 April 2018, Santa Cruz de Tenerife, Canary Islands. [P. 289-297].— , 2018
Andere auteurs: Mozgaleva P. I. Polina Igorevna, Brito Cabral P. da Costa, Zamyatina O. M. Oksana Mikhailovna, Mozgaleva A. I.
Samenvatting:Title screen
In this research study, the authors designed,proposed, tested, and partially re-searched a methodology for thegamification of academic disciplines through the example of theElite Engineering Education (EEE) program in TomskPolytechnic University (TPU). Gamification implies augmentingthe process of training in academic disciplines by introducinggame elements that motivate students to gain new knowledge,develop their competencies, and, in the end, improve a universitygraduate's knowledge and skill levels.
Режим доступа: по договору с организацией-держателем ресурса
Gepubliceerd in: 2018
Onderwerpen:
Online toegang:https://www.elibrary.ru/item.asp?id=35774988&pff=1
Formaat: Elektronisch Hoofdstuk
KOHA link:https://koha.lib.tpu.ru/cgi-bin/koha/opac-detail.pl?biblionumber=665029
Omschrijving
Samenvatting:Title screen
In this research study, the authors designed,proposed, tested, and partially re-searched a methodology for thegamification of academic disciplines through the example of theElite Engineering Education (EEE) program in TomskPolytechnic University (TPU). Gamification implies augmentingthe process of training in academic disciplines by introducinggame elements that motivate students to gain new knowledge,develop their competencies, and, in the end, improve a universitygraduate's knowledge and skill levels.
Режим доступа: по договору с организацией-держателем ресурса