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LEARNING AND TEACHING METHODS. GAMIFICATION



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LEARNING AND TEACHING METHODS. GAMIFICATION 
B.A. Khaitova 
Tashkent University of Information Technology 
Introduction 
Recreations are one inspiration that practically all children are receptive to. 
Numerous educators have had the experience of requesting that understudies quit 
playing diversions, for example, Angry Birds amid class. In any case, it tends to be 
defended that diversions can be a solid help for understudies when a similar 
amusement components are connected in an instructive setting. Subsequently, a few 
instructors have received the idea of Gamification, where the structure of gaming is 
connected to a non-diversion system.
Despite the fact that a few educators may utilize amusement based adapting, 
for example, having understudies play recreations like Little Big Planet (including 
Sackboy, presented above), Minecraft or Civilization to strengthen content, 


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Gamification utilizes diversion components, for example, challenges, input, levels, 
imagination, and prizes to inspire understudies to learn, and ace ideas. 
1. Make Students Co-Designers
Present the class prospectus as a type of Gamification. Work together with 
understudies to build up the account of the class, just as short, and long haul 
objectives. Enable understudies to have a voice in the class configuration, vote on a 
model that concurs with everybody, work with it, gain from it, and update it as the 
class goes on. Thus, understudies will be put in the driver's seat of their own picking 
up, enabling them to express inventiveness and some authority over the heading of 
the class.
Given that the class configuration is a communitarian exertion, it will give 
understudies a feeling of possession toward the result of the class, and thusly, inspire 
them to take an interest and prevail inside the class story. Also, since the class and 
task configuration is done in a community oriented procedure, understudies who 
might some way or another battle in a customary class setting, will have the chance 
to be engaged with making a learning space they can exceed expectations in.
2. Permit Second Chances. Also, Third.
Like in computer games, understudies ought to be permitted renewed 
opportunities. At the point when a test is flopped in a computer game, clients can 
gain from their slip-ups, attempt once more, and succeed. A similar idea can be 
connected to the homeroom, as understudies ought to have the capacity to attempt a 
task, either succeed or come up short, and attempt once more. Understudies who 
succeed immediately have the decision to either proceed onward to another test, or 
attempt to raise their score.
In the meantime, understudies who fizzled the first run through, have the 
chance to gain from their errors, and attempt again until they succeed. This inspires 
understudies to learn for themselves all together ace abilities and raise 
accomplishment, while dispensing with the weight or shame of disappointment. In 
amusements, and throughout everyday life, disappointment is a fundamental part of 
accomplishment. Understudies ought to be permitted to come up short and gain from 
their errors without inclination crestfallen or unmotivated to attempt once more. 
Despite the fact that this will require more work as far as evaluating for instructors, 
understudy execution and understanding will without a doubt rise. 
3. Give Instant Feedback
This one isn't in every case simple, so you may need to think carefully a bit.
In an amusement setting, input is basic for clients to know how they are 
getting along in the diversion. In the event that a client settles on a decision in an 
amusement, it is generally known promptly if that decision was the correct one. 
Study halls must work along these lines, as understudies must almost certainly get 
and give criticism so it is known whether the means they are taking are the correct 
way. In spite of the fact that PCs give quick input in computer games, it might take 
an educator somewhat longer to give criticism to singular understudies.
Consequently, it is fundamental that understudies can offer criticism to one 
another, with the teacher offering help to the individuals who need it. Instructors can 


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part the class up in gatherings or learning "groups", each with their own names and 
qualities the understudies can alter inside the study hall story. Understudies would 
then be able to have the opportunity to cooperate on assignments, give criticism, and 
get support from the teacher as required.
4. Gain Ground Visible
In amusements, clients for the most part have levels or advancement bars that 
show how well they are getting along in the diversion. Gamified homerooms can 
execute comparable components which show how far along understudies are, and 
that they are so near achieving the following dimension. Rather than issuing 
evaluations or rates, educators can either issue advance bars to understudies, or 
permit them deal with their own. With each finished task, test, or venture, a specific 
measure of focuses can be added to their advancement bar, conveying them closer 
to achieving the following dimension.
As secondary teacher Alice Keeler clarifies in her gamified homeroom, 
advance bars and levels enable understudies to set objectives for themselves and 
praise achievement once accomplishing them. It additionally gives battling 
understudies an unmistakable sign of the fact that they are so near achieving the 
following dimension, enabling them to recognize what they could have improved to 
arrive. This can be enormous for understudy certainty, as they are by and by 
permitted to gain from their oversights, and are persuaded to raise their 
accomplishment to achieve the following dimension. 
5. Make Challenges Or Quests Instead Of Homework and Projects
In amusements, clients are continually required to address difficulties, for 
example, recognize designs, break codes, or complete missions so as to progress. 
Similar components can be connected to a gamified homeroom, as homework and 
undertakings can be exhibited in a fun, yet testing way. By basically changing the 
setting in which the assignments are exhibited, educators change the demonstration 
of work into an increasingly pleasant, epic movement. Rather than relegating math 
homework, present it as a code that must be aired out so as to a protected brimming 
with treats. Activities can likewise be introduced in the also epic setting, attracting 
understudies to work and learn in another manner.
6. Give Students Voice and Choice
In numerous amusements, clients are frequently given different decisions that 
influence their advancement, and the result of the diversion. Some are compensated 
with additional lives or different advantages while finishing more earnestly 
challenges. Similar decisions can be actualized into gamified study halls, permitting 
understudies distinctive alternatives they can use to achieve their scholastic 
objectives. As Alice Keeler clarifies in her study hall, understudies are given the 
decision to pick distinctive ways in learning the educational programs.
For instance, rather than just issuing a test toward the finish of a subject, 
educators can enable understudies to take distinctive ways to exhibit their 
comprehension of the material. A few understudies may build up a gathering venture 
and introduction, others may compose an exposition, make a prepackaged game, or 
express their comprehension in other innovative ways. By giving understudies 


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decision, it enables them to encourage and apply their insight in new, innovative 
ways. Moreover, it gives them a feeling of pride and possession toward their work, 
which thusly encourages extra innovativeness and accomplishment
7. Offer Individual Badges and Rewards
Identifications or different prizes are a decent methods for perceiving 
understudy accomplishment and boosting understudies to keep bringing their 
endeavors up in achieving scholastic objectives. By giving an unmistakable image 
of accomplishment, identifications and prizes can be viable in praising certain 
understudy achievements, and can be an extraordinary device for raising understudy 
certainty. Regardless of whether identifications are given for just endeavoring a task, 
finishing additional credit, or indicating proceeded with exertion in achieving an 
objective, the negligible acknowledgment of exertion can go far in inspiring 
understudies to learn. 
8. Have Students Design A Class-Wide Skills and Achievement System
With your contribution obviously.
To urge a whole class to persistently endeavor to raise their scholastic 
accomplishment, educators must execute something beyond individual 
identifications and rewards as impetuses. Educators can execute a class-wide reward 
framework, where everybody can commend individual and community 
achievements. A precedent can be the point at which an understudy achieves another 
dimension or point all out, specific aptitudes or catalysts can be remunerated, for 
example, the capacity to pick a class-wide movement or amusement to play.
On the off chance that an individual or gathering of understudies achieve a 
specific dimension or point absolute, everybody in the class gets a moderate point 
help too. This class-wide reward framework commends singular accomplishments, 
yet additionally urges every schoolmate to support one another so they may all be 
compensated here and there. This advances a feeling of friend and joint effort 
between understudies, as they end up cruising a similar ship, which requires their 
consolidated exertion to achieve their goal.
9. Actualize Educational Technology
In spite of the fact that gamification does not carefully require the execution 
of innovation to be fruitful, the 21st-century understudy is now exceptionally 
familiar with utilizing innovation in their regular daily existences. Consequently, 
educators have discovered inventive approaches to utilize innovation to help 
upgrade their gamified classes. Adjustable study hall the board frameworks, for 
example, ClassRealm have helped instructors effectively deal with their gamified 
homerooms, permitting educators, understudies, and guardians to follow understudy 
accomplishments, support understudy investment through instructive experiences 
and diversions, and set up scholastic objectives for individual understudies.
Moreover, it rewards focuses to understudies for landing to class on schedule, 
for finishing assignments, perusing additional books for class, and helping 
individual understudies. This urges understudies to propel their learning past 
required limits, while additionally propelling cooperation and friend help. 
Instructive diversion architect Gamestar Mechanic, and class conduct the board 


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framework Class Dojo, are other mainstream apparatuses that assistance educators 
improve understudy cooperation and accomplishment through gamification.
10. Grasp Failure; Emphasize Practice
A successful gamified study hall ought not only concentrate on the data being 
instructed, yet on the aptitudes accomplished, and the information picked up. The 
accentuation of gamification is to furnish understudies with a liquid domain of self-
coordinated learning. In this limit, understudies will learn important aptitudes, for 
example, basic reasoning, critical thinking, joint effort, and a comprehension of how 
to apply those abilities. These are important capacities that understudies won't just 
use in school, yet all through their very own and proficient lives.
Accordingly, it is fundamental that educators who use gamification in their 
study hall enable their understudies to attempt, fall flat, and learn, while at the same 
time supporting their inborn inventiveness and improving the educational programs. 
As recently depicted, by permitting understudies some decision and adaptability of 
assignments, instructors can see what strategies are working, which aptitudes are 
being practiced and aced, and can gain changes or recommendations as understudy's 
ground through the class. 
Conclusion 
In spite of the fact that there are the individuals who condemn gamification, 
it is verifiable that gamification furnishes understudies and educators with another 
and creative method for encouraging learning. Gamification can change the study 
hall to show understudies useful abilities, encourage joint effort and innovativeness, 
just as rouse understudies to propel their very own learning through independently 
directed guidance. 

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