DEVELOPMENT OF DIGITAL COMPETENCE BY MEANS OF GAMIFICATION
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Description
Most European countries approved development strategies until 2020. The Digital Agenda presented by the European Commission belongs to the seven main strategies and suggests wide usage of the Information and Communication Technologies (ICTs) potential in order to foster innovation, economic growth and progress. The article deals with the main components of digital competence, the influence of gamification on the development of digital competence and the main functions and capabilities of the Kahoot! – platform as a means of training geimification.
Articles purpose is to study the main features of the Kahoot! – platform as a means of learning gamification in the process of developing digital competence.
Methodology of the research is the theory of knowledge; the theory of competency approach to learning outcomes; the theory of the activities and the theory of motivation activities; the theory of developing learning.
The scientific novelty lies in the fact that in the article for the first time the main properties of the Kahoot! platform as a means of group activity of students in the process of digital competency formation have been explored, the content of studying gymification and its influence on the formation of this competence are disclosed.
Conclusions Digital competence is the most recent concept describing technology-related skills. During the recent years, several terms have been used to describe the skills and competence of using digital technologies, such as ICT skills, technology skills, information technology skills, 21st century skills, information literacy, digital literacy, and digital skills. The systematic application of Kahoot! for organizing group-based pre-test activities has the following benefits: Students learn to highlight problems and find ways to address them; form their own point of view, learn to argue, defend their opinion. Students develop a confident, critical and responsible ability to use and interact with digital technologies in the learning process. There is also an ethical, safe and responsible approach to using digital technology when working in a group. Thus, the development of digital competence involves changing approaches to the organization and content of the learning process.
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Mekhed, D., and Mekhed, K..pdf
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References
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