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The use of digital escape room in educational electronic environment of maritime higher education institutions

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dc.contributor.author Voloshynov, Serhii A.
dc.contributor.author Popova, Halyna V.
dc.contributor.author Yurzhenko, Alona Y.
dc.contributor.author Shmeltser, Ekaterina O.
dc.date.accessioned 2020-07-27T18:29:46Z
dc.date.available 2020-07-27T18:29:46Z
dc.date.issued 2020-07-20
dc.identifier.citation Voloshynov S. A. The use of digital escape room in educational electronic environment of maritime higher education institutions / Serhii A. Voloshynov, Halyna V. Popova, Alona Y. Yurzhenko, Ekaterina O. Shmeltser // Proceedings of the 7th Workshop on Cloud Technologies in Education (CTE 2019), Kryvyi Rih, Ukraine, December 20, 2019 / Edited by : Arnold E. Kiv, Mariya P. Shyshkina // CEUR Workshop Proceedings. – Vol. 2643. – P. 347–359. – Access mode : http://ceur-ws.org/Vol-2643/paper20.pdf uk_UA
dc.identifier.issn 1613-0073
dc.identifier.uri http://ceur-ws.org/Vol-2643/paper20.pdf
dc.identifier.uri http://elibrary.kdpu.edu.ua/xmlui/handle/123456789/3869
dc.identifier.uri https://doi.org/10.31812/123456789/3869
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dc.description.abstract The paper is tended to investigate the gamification activities use in educational electronic environment of maritime higher education institutions. Gamification methods with examples are described (gamification testing, QR Code quest, storytelling and escape room). Comparative characteristic of traditional learning and learning using gamification in educational electronic environment is given in the article according to different criteria: the place and role of teacher or students in the learning process; type of information communication; methods of training; equipment; level of freedom of the actions; presence of the problems in educational process; level of its control and learning outcomes. The paper also presents examples of gamification activities based on escape room quest to form communicative competency of future maritime professionals. Escape room activity presented in the article contains storytelling element, crossword and electronic testing questions of different types. Question types listed in the paper are Drag and drop to the text, Short answer and Multiple choice. Escape room activity was done by second year cadets of Kherson State Maritime Academy. According to the received results, knowledge quality increased by 10% and success by 20%. Further investigation of gamification activities can also be done for learning system of maritime higher education institutions using simulation technologies of virtual, augmented and mixed realities. uk_UA
dc.language.iso en uk_UA
dc.publisher Arnold E. Kiv, Mariya P. Shyshkina uk_UA
dc.subject blended learning uk_UA
dc.subject educational electronic environment uk_UA
dc.subject maritime higher education uk_UA
dc.subject gamification uk_UA
dc.subject LMS Moodle uk_UA
dc.subject English for specific purposes uk_UA
dc.title The use of digital escape room in educational electronic environment of maritime higher education institutions uk_UA
dc.type Article uk_UA


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