The purpose of the article is to solve the problem of acquiring expert knowledge in the subject area of an online course, forming a knowledge base containing educational content (elements of educational material in the chosen discipline, test questions), and game components for organizing learning processes with elements of gamification in the author’s intelligent learning system K-Synapse. The research methods are the main methodological approaches and technological tools for developing intelligent learning systems with gamification elements based on the use of an appropriate multi-level ontological model. Such methods include, in particular, systemic and comparative analyses to identify the features of information learning systems with e...
The article based on analyzing the efficiency of interactive technologies as a means to improve the ...
© Yambyshev et al. Purposes: In article influence of a game method of training on the formation of i...
This article tells about the history of gamification of education, its current state and the practic...
The article is devoted to innovative technologies of teaching foreign languages. As modern students ...
In connection with the transition to a knowledge-based economy, at a time when a key factor in the d...
The article is devoted to the issue of the construction of an intelligent tutoring system which was ...
RESEARCH OBJECTIVE: The main purpose of the article is to select the elements of games that increase...
This article will talk about how to use didactic games in order to increase the activity of students...
The article deals with using game mechanisms (gamification) to increase students' motivation and inv...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
© 2018 by the authors. The relevance of this article is determined by the possibility to increase th...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
This paper explains the concept of gamification, lists the current models according to which educati...
The article based on analyzing the efficiency of interactive technologies as a means to improve the ...
The article based on analyzing the efficiency of interactive technologies as a means to improve the ...
© Yambyshev et al. Purposes: In article influence of a game method of training on the formation of i...
This article tells about the history of gamification of education, its current state and the practic...
The article is devoted to innovative technologies of teaching foreign languages. As modern students ...
In connection with the transition to a knowledge-based economy, at a time when a key factor in the d...
The article is devoted to the issue of the construction of an intelligent tutoring system which was ...
RESEARCH OBJECTIVE: The main purpose of the article is to select the elements of games that increase...
This article will talk about how to use didactic games in order to increase the activity of students...
The article deals with using game mechanisms (gamification) to increase students' motivation and inv...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
© 2018 by the authors. The relevance of this article is determined by the possibility to increase th...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
This paper explains the concept of gamification, lists the current models according to which educati...
The article based on analyzing the efficiency of interactive technologies as a means to improve the ...
The article based on analyzing the efficiency of interactive technologies as a means to improve the ...
© Yambyshev et al. Purposes: In article influence of a game method of training on the formation of i...
This article tells about the history of gamification of education, its current state and the practic...