INTERACTIVE TEACHING METHODS AND GAMIFICATION IN DEVELOPING TECHNICAL THINKING IN STUDENTS

This thesis studies the effectiveness of interactive teaching methods and gamification approaches in developing technical thinking in students. In today's digital education process, the need to use innovative methods to form technological thinking and creativity among students is increasing. The study covers the theoretical and practical foundations of interactive teaching methods, including role-playing games, problem-based learning, collaborative learning and gamification methods. It also analyzes the role of gamification elements that serve to consolidate students' knowledge and develop their technological thinking skills. The approaches presented in the thesis reveal opportunities to increase students' interest and develop their independent skills in solving technical problems.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-12-18
DOI
https://doi.org/10.5281/zenodo.14512065
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

INTERACTIVE TEACHING METHODS AND GAMIFICATION IN DEVELOPING TECHNICAL THINKING IN STUDENTS

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

INTERACTIVE TEACHING METHODS AND GAMIFICATION IN DEVELOPING TECHNICAL THINKING IN STUDENTS

article en

Abstract

This thesis studies the effectiveness of interactive teaching methods and gamification approaches in developing technical thinking in students. In today's digital education process, the need to use innovative methods to form technological thinking and creativity among students is increasing. The study covers the theoretical and practical foundations of interactive teaching methods, including role-playing games, problem-based learning, collaborative learning and gamification methods. It also analyzes the role of gamification elements that serve to consolidate students' knowledge and develop their technological thinking skills. The approaches presented in the thesis reveal opportunities to increase students' interest and develop their independent skills in solving technical problems.

Zenodo (CERN European Organization for Nuclear Research)
Openalex Percentile: Top 53%
Educational Games and Gamification
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