PECULIARITIES OF BUILDING A TRAINING COURSE FOR TRAINING FUTURE COMPUTER SCIENCE TEACHERS TO USE DIGITAL GAME TECHNOLOGIES
DOI:
https://doi.org/10.32782/2415-3605.24.2.2Keywords:
game, gamification, computer science teaching method, computer science, selective discipline, game technologiesAbstract
The article describes the special course “Methodology of implementation of digital game technologies”, which consists of a syllabus, three topics, and a final test. Course topics are divided into: 1) quizzes; 2) LMS Moodle game tools; 3) Minecraft Education game. In the first topic, students are introduced to environments such as Kahoot! and Blooket, learn their functionality, learn to set up quizzes with timers, create different types of quizzes, add multimedia materials. In the second topic, students master the skills of using game modules in the LMS Moodle system, such as: “Anagram”, “Race to the Leader”, “Millionaire”, “Cryptex”, “Hidden Picture” and “Sudoku”. Learn how to create and customize these game modules. In the third topic, students are introduced to the Minecraft Education game. Learn to create their worlds in the game, choose modes that will be appropriate for their specific tasks, create tasks, and join students. Research consists in the need to develop new approaches to learning that would meet the modern requirements of education. The novelty lies in the fact that the developed selective discipline contributes to the development of professional competences and stimulates students to independently search for information and a creative approach to solving problems. These technologies open up new opportunities for teachers, allowing them to adapt educational material to the needs of students. The purpose of the study justify the relevance and novelty of the special course “Methodology of implementation of digital game technologies” and show how this course meets the scientific and practical tasks associated with the introduction of digital tools and gamified approaches in the educational process. The article aims to demonstrate the effectiveness of using gaming platforms such as Kahoot!, Blooket, LMS Moodle and Minecraft Education in preparing students for teaching and professional work in today's digital environment. Research results. The use of game technologies in the educational process is an important element of the training of future computer science teachers. They allow you to make the learning process more exciting, involving students in active participation and contributing to better learning of the material. Game platforms such as Kahoot!, Blooket, LMS Moodle, and Minecraft Education can be usefully used in the educational process of PPE and are effective tools for the formation of professional competencies of future teachers. We consider some technical problems related to the deployment of LMS MOODLE in ZZSO to be a limitation of the methodology. Their solution can be seen in the installation of the specified system on cloud platforms or the selection of game tools for publicly available cloud platforms.
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