About this paper

Appears in:
Pages: 4474-4479
Publication year: 2017
ISBN: 978-84-697-6957-7
ISSN: 2340-1095
doi: 10.21125/iceri.2017.1207

Conference name: 10th annual International Conference of Education, Research and Innovation
Dates: 16-18 November, 2017
Location: Seville, Spain

NEW CHALLENGES AND TRENDS IN TEACHING NEW GENERATION: GAMIFICATION, ENTERTAINMENT, VISUALIZATION

G. Bannykh

Ural Federal University, Ural state University of economics (RUSSIAN FEDERATION)
Recently, the theory of generations, which explains the differences in life attitudes, world outlook, interactions of people born in different time periods, has become popular. The theory of generations allows us to reveal the features of the new generation, and, consequently, to understand the features of their perception and learning in the new conditions. The theory of the academic revolution speaks about the changes that have occurred in the system of higher education: its massification, new standards and norms, technologies and methods. If we talk about the need to observe the quality of education, the function of translating knowledge, then the education as an institution must undergo changes in order to reach the social goal as much as possible.
Differences among generations are explained by the influence of social changes, under which the organism is physiologically adapted also. Secondly, the differences underscore the influence of the so-called cyclicity of changes: periods of progress are followed by regression, traditions change under the influence of innovations, etc. We can add to this the theory of instability - modernity is so volatile that the volatility itself becomes stable. Under these conditions, a new generation has been formed and socialized: those born in the 2000s are millenniums, Y, and the next one - Z.
Representatives of this generation have their own opinion on the education and the possibilities for obtaining it. Scientifically, it is required to study existing practices, to systematize them, in order to understand which of them are in demand and in what conditions, what limitations they must still overcome to make the educational process more effective. The purpose of the study is to research and systematize the wholesale use of modern educational technologies at the university.
Methods of research. The analysis of theoretical sources, sociological research by a method of interrogation among teaching staff of university, the analysis of the secondary data.
The research has allowed to define specific opportunities of training of new generation in orientation to their features.
1.The main thing is “fast food knowledge”, which promises instant success in the innovative economy. Such students need a special approach, it is difficult to motivate them to study general subjects, search for information and systematize it, form a sense of corporate and civic engagement.
2. Learning should be entertaining and exciting. If Y-ters and Z-ters are not interested, they are not motivated at all and instantly find alternatives: whether it is another method, another subject or even another teacher.
3. The educational process should be quick and practical, that is, the new generations should see the result immediately, whether it is a new skill or new knowledge that can be immediately applied.
4. Peculiarities of the perception of the new generations are such that they need several sources of information simultaneously and necessarily topical. That is, the level of trust in traditional sources of information is reduced, as is confidence in older generations. This is most clearly among the students studying innovative professions or those occupations in which innovation and technology take the first place (PR, advertising, architecture and design, computer science and practice, etc.).
5. The most suitable educational technologies for most students are gaming with the use of mobile applications: touchable and visuable.
@InProceedings{BANNYKH2017NEW,
author = {Bannykh, G.},
title = {NEW CHALLENGES AND TRENDS IN TEACHING NEW GENERATION: GAMIFICATION, ENTERTAINMENT, VISUALIZATION},
series = {10th annual International Conference of Education, Research and Innovation},
booktitle = {ICERI2017 Proceedings},
isbn = {978-84-697-6957-7},
issn = {2340-1095},
doi = {10.21125/iceri.2017.1207},
url = {http://dx.doi.org/10.21125/iceri.2017.1207},
publisher = {IATED},
location = {Seville, Spain},
month = {16-18 November, 2017},
year = {2017},
pages = {4474-4479}}
TY - CONF
AU - G. Bannykh
TI - NEW CHALLENGES AND TRENDS IN TEACHING NEW GENERATION: GAMIFICATION, ENTERTAINMENT, VISUALIZATION
SN - 978-84-697-6957-7/2340-1095
DO - 10.21125/iceri.2017.1207
PY - 2017
Y1 - 16-18 November, 2017
CI - Seville, Spain
JO - 10th annual International Conference of Education, Research and Innovation
JA - ICERI2017 Proceedings
SP - 4474
EP - 4479
ER -
G. Bannykh (2017) NEW CHALLENGES AND TRENDS IN TEACHING NEW GENERATION: GAMIFICATION, ENTERTAINMENT, VISUALIZATION, ICERI2017 Proceedings, pp. 4474-4479.
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