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ERIC Number: EJ1228734
Record Type: Journal
Publication Date: 2019
Abstractor: As Provided
Quest in a Digital School: The Potential and Peculiarities of Mobile Technology Implementation
Soboleva, Elena V.
European Journal of Contemporary Education, v8 n3 p613-626 2019
The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally test the effectiveness of using mobile game applications in the "quest" genre in order to form necessary competencies of future specialists in a digital school environment. The research methodology is the analysis and synthesis of psychological and pedagogical work, methods of mathematical statistics, and methods of psychodiagnostics. The pedagogical experiment of the study is the assessment of the formation of basic competences which provide the base in the field of computer science, cybernetics and artificial intelligence required by the state and society. Results of the study. The study proves the didactic potential of mobile applications which are able to support the quest technology in order to achieve high-priority objectives in the project "Digital School". The authors describe ideas of the methodical approach, which reflect the necessary changes in the support of students' cognitive activity through mobile game applications in the quest genre. The study shows levels of differentiation of education depending on the individual and age characteristics of students and the choice of digital means. The authors prove that the "quest" technology, focused work to solve education tasks, motivates future professional activities, and also with the help of modern digital means, contributes to the development of such necessary cross-professional competencies of future specialists as project activities, systems thinking, interaction and interindustry communication. In conclusion, the authors confirm that the inclusion of mobile game applications in the "quest" genre in education activities will help to form key competencies and skills that meet the priorities of the digital school and are most in demand by society.
Descriptors: Teaching Methods, Information Technology, Technology Integration, Telecommunications, Handheld Devices, Statistics, Competence, Computer Science, Artificial Intelligence, Educational Objectives, Student Characteristics, Specialists, Systems Approach, Computer Games, Industry, Technological Literacy, Skill Development, High School Students, Foreign Countries
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Publication Type: Journal Articles; Reports - Research
Education Level: High Schools; Secondary Education
Authoring Institution: N/A
Identifiers - Location: Russia