Тип публикации: доклад, тезисы доклада, статья из сборника материалов конференций
Конференция: Hybrid Methods of Modeling and Optimization in Complex Systems (HMMOCS-III 2024); Krasnoyarsk; Krasnoyarsk
Год издания: 2025
Идентификатор DOI: 10.1051/itmconf/20257205002
Аннотация: In an era where digital distractions dominate the attention of younger generations, the educational sector faces significant challenges in maintaining student engagement and improving learning outcomes. This article explores the integration of edutainment and gamification as transformative approaches that merge entertainment with eПоказать полностьюducation, presenting new possibilities for both educators and learners. Edutainment leverages multimedia and interactive platforms to make learning enjoyable and accessible, while gamification uses game-based elements to enhance knowledge retention, critical thinking, and problem-solving skills. The benefits of these methods are manifold, offering personalized learning environments, fostering collaboration, and promoting creativity. However, the challenges of digital literacy, infrastructure limitations, and the need for balanced game design pose significant hurdles. An educator's struggle starts with a facility of digital laboratories, grant acceptance for the generated idea, checking feasibility and applicability, digital literacy, designing a gamified curriculum, and sharing educational asset platforms. This paper also addresses future prospects, emphasizing the growing importance of these techniques in shaping the educational landscape of tomorrow.
Журнал: ITM Web of Conferences
Номера страниц: 5002
Место издания: Krasnoyarsk