MULTIMEDIA TECHNOLOGIES AS A MEANS OF INTRODUCING GAME ELEMENTS IN THE PROCESS OF TEACHING MATHEMATICS
Kazan Federal University (RUSSIAN FEDERATION)
About this paper:
Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain
Abstract:
When teaching mathematics, there is the problem of integrating fundamental mathematics education and the teaching mathematics, taking into account the growing influence of information technologies.
The use of multimedia technologies in the process of teaching mathematics to students of non-mathematical faculties makes it possible to construct a learning process in such a way that it will competently combine both traditional forms of education (lectures, seminars, independent work of students) and innovative forms such as electronic presentation, electronic textbooks, search and training systems, Internet platforms and Internet portals, as well as the use of computer mathematics systems. Multimedia technologies make it possible to enhance the creative activity and cognitive interest of students, introducing elements of gamification into the learning process.
Gamification, or the use of techniques and elements of the game to increase motivation and active inclusion in the learning process, aims to create a model of feedback between the teacher and the student.
The article proposes a methodology based on multimedia technologies as a means of introducing gamification elements into the educational process. This technique allows you to use: multimedia technology as a way to create innovation; multimedia technology as an interactive model; multimedia technology with elements of gamification as a task for independent work of students; multimedia technologies as a way to obtain information from various sources (search and training systems, Internet platforms and Internet portals); multimedia technology as a way of mastering practical skills.
Gamification is an important element of the introduction of multimedia technologies in the process of teaching mathematics in higher education, it is designed to create an information-learning environment that promotes the desire of students to acquire knowledge.Keywords:
Mathematics education, multimedia technologies, gamification elements.