The authors discuss methods and techniques of introducing gaming technologies to the process of education, as well as a merge of intellectual (smart) technologies and serious games (gamification) in the field of education. The main aim and objective of the gamification is seen as the process of motivation allowing disclosing students’ creative abilities and stimulating their learning activity. The article presents best practices of implementation of innovative educational approaches, including gamification of educational process, based on the example of a system of elite technical education executed in National Research Tomsk Polytechnic University (TPU).
CITATION STYLE
Rozhkova, S., Rozhkova, V., & Chervach, M. (2016). Introducing smart technologies for teaching and learning of fundamental disciplines. In Smart Innovation, Systems and Technologies (Vol. 59, pp. 507–514). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-319-39690-3_45
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