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Digital Gamification as a Leading Factor in the Educational and Learning Process of Law Students

机译:数字娱乐作为律师学生教育和学习过程中的主要因素

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The relevance and the leading role of gamification in the educational and learning process is caused by the fact that traditional teaching techniques are no longer as effective as they were considered previously. Moreover, the reduction of the contact hours in the master course content does not allow students to develop practical skills to their full extent. The intellectual status of students has also changed: the students of the 21st century who grew up playing computer games and using social networks are bored by listening to the lectures and reading textbooks. They do not trust their own thinking but rely upon their gadgets' memory capacity and program codes. In this case, if they are not offered new interactive techniques, the quality of their knowledge will decrease irrevocably. One such technique is a game-based learning. The game aspect is only incentive to action and motivating to perform certain actions. It is aimed at increasing students' activity. At the same time, computer simulation activity, revealing the internal potential and abilities of a student, is aimed at mastering the level of practical skills that will be necessary for effective everyday practical activity. Actually, students imitate the process of their future professional activities. Our paper focuses on the digital gamification as a leading factor in the educational and learning process of law students. We offer some novel insights into this field and provide interesting suggestions and implications for the educators and the students alike.
机译:游戏处理在教育和学习过程中的相关性和主导作用是由于传统教学技术不再像先前所考虑的那样有效造成的。此外,硕主课程内容中的接触时间减少不允许学生在全面发展实际技能。学生的知识分子也发生了变化:通过听取讲座和阅读教科书,长大的21世纪的学生长大地演奏电脑游戏和使用社交网络。他们不相信自己的思路,但依靠他们的小工具的内存能力和计划代码。在这种情况下,如果他们没有提供新的互动技术,他们的知识的质量将减少不可脱节。一种这样的技术是基于游戏的学习。游戏方面只是激励动作和激励来执行某些操作。它旨在增加学生的活动。与此同时,计算机模拟活动,揭示学生的内部潜力和能力,旨在掌握有效日常实际活动所需的实用技能水平。实际上,学生模仿了他们未来的专业活动的过程。我们的论文侧重于数字娱乐,作为律师学生教育和学习过程中的主要因素。我们为该领域提供了一些新颖的见解,为教育工作者和学生提供了有趣的建议和影响。

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