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DC Field | Value | Language |
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dc.contributor.author | Волошинов, С.А. | - |
dc.contributor.author | Voloshynov, S.A. | - |
dc.contributor.author | Yurzhenko, A.Y. | - |
dc.contributor.author | Попова, Г.В. | - |
dc.contributor.author | Popova, H.V. | - |
dc.contributor.author | Shmeltser, E.O. | - |
dc.contributor.author | Шмельцер, Е.О. | - |
dc.date.accessioned | 2020-08-20T05:52:12Z | - |
dc.date.available | 2020-08-20T05:52:12Z | - |
dc.date.issued | 2019-12-20 | - |
dc.identifier.citation | Voloshynov S. The use of digital escape room in educational electronic environment of maritime higher education institutions / S. Voloshynov, V. Popova, A. Yurzhenko // CTE 2019 - When cloud technologies ruled the education / edited by authors. – Mariya P. Shyshkina, Serhiy O. Semerikov, – Kryvyi Rih, Ukraine : “CEUR Workshop Proceedings”, 2019. – P. 347 – 359. DOI : 10.30525/978-9934-588-15-0 | uk_UA |
dc.identifier.issn | 1613-0073 | - |
dc.identifier.uri | http://rep.ksma.ks.ua/jspui/handle/123456789/1257 | - |
dc.description | Категорія А | uk_UA |
dc.description.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 of information communication; methods of training; equipment; level of freedom of the actions; presence of the problems in educational process; level of its control and learning outcomes. The paper also presents examples of gamification activities based on escape room quest to form communicative competency of future maritime professionals. Escape room activity presented in the article contains storytelling element, crossword and electronic testing questions of different types. Question types listed in the paper are Drag and drop to the text, Short answer and Multiple choice. Escape room activity was done by second year cadets of Kherson State Maritime Academy. According to the received results, knowledge quality increased by 10% and success by 20%. Further investigation of gamification activities can also be done for learning system of maritime higher education institutions using simulation technologies of virtual, augmented and mixed realities. | uk_UA |
dc.language.iso | en | uk_UA |
dc.publisher | CEUR Workshop Proceedings | uk_UA |
dc.subject | LMS Moodle | uk_UA |
dc.subject | English For Specific Purposes | uk_UA |
dc.subject | Blended Learning | uk_UA |
dc.subject | Educational Electronic Environment | uk_UA |
dc.subject | Maritime Higher Education | uk_UA |
dc.subject | Gamification | uk_UA |
dc.title | The use of digital escape room in educational electronic environment of maritime higher education institutions | uk_UA |
dc.type | Article | uk_UA |
Appears in Collections: | Кафедра суднових комп’ютерних систем та мереж |
Files in This Item:
File | Description | Size | Format | |
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Digital escape_Yurzhenko.pdf | 1.65 MB | Adobe PDF | View/Open |
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