DIGITAL LIBRARY
INTERACTIVE CONTENT OF THE DIGITAL RESOURCE OF THE ACADEMIC DISCIPLINE AS A “POINT OF ATTRACTION” FOR JUNIOR STUDENTS
1 Kazan Federal University, Institute of Pedagogy and Psychology (RUSSIAN FEDERATION)
2 Kazan Federal University, Institute of Fundamental Medicine and Biology (RUSSIAN FEDERATION)
3 University of Novi Sad, Faculty of Sciences, Department of Physics (SERBIA)
4 Nukus State Pedagogical Institute named after Ajiniyaz (UZBEKISTAN)
5 Kazan Federal University, Institute of Social and Philosophical Sciences and Mass Communications (RUSSIAN FEDERATION)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Pages: 5141-5145
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.1262
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
Since a student's performance in the educational process is mostly dependent on his or her own activity, the issue of stimulating cognitive activity in pupils is one that is constantly pertinent. It is easy to picture kindergarten, primary school, and middle school using gaming technologies. It is quite uncommon to find games being used in the classroom in high school, colleges, or universities. The potential of adding games in the educational process for students appears to have been entirely eliminated with the introduction of e-learning. Due to their hectic schedules and lack of time, the majority of university professors who design online courses and digital instructional resources do not include games in their curriculum.

A digital instructional material is improved when it has a game in it. The game has the potential to serve as both a "simulator" and a "point of attraction" within an online learning environment. The study's goals were to ascertain junior students' perspectives on this innovation and explore Moodle's potential for incorporating interactive content into a digital instructional resource within a university field. We employed both theoretical and empirical methods in our research, including questionnaires, surveys, comparative analysis of the data collected, examination of psychological and pedagogical literature, and content analysis of digital educational resources in university academic disciplines on the Moodle platform. Since the majority of the respondents to our survey were juniors undergoing pedagogical training at various university institutes, they were the first to be exposed to this new mode of instruction. During the epidemic, pupils studied virtually in school. A teacher would provide each lesson from a distance using Zoom to interact with the class. E-learning is a new kind of instruction for junior students in a particular academic field. Our investigation revealed that Moodle provides several ways to create interactive content in a digital learning environment, but we believe that using cards is the most practical way to create interactive content. Interactive Video, Course Presentation, Multiple Choice, Quiz (Question Set), Fill in the Blanks, Drag the Words, Column, Drag and Drop, Image Hotspots, Accordion, Dialog Cards, Single Choice Set, Memory Game, Flashcards, Documentation Tool, True/False Question, Mark the Words, Image Slider, etc. - from this variety you can choose something suitable for each discipline.Our research also revealed that most junior students had a favorable attitude toward online learning. Junior students gave a new online course with interactive content positive feedback after testing it out, praising the teacher for making the wise choice to incorporate interactive information into a digital learning resource.
Keywords:
Game, self-study, digital educational resource, distant learning.