Within the framework of the "Erasmus+ PRINTeL" program, Associate Professor Nvard Melkonyan of the Department of Social Work and Social Technologies of the Faculty of Sociology of YSU participated in the training courses entitled "Active learning and digital technologies in the teaching process: M-learning and gamification" held at the University of Barcelona and transferred the knowledge gained to her colleagues at the faculty.
Nvard Melkonyan told us that within the framework of a one-week training program, professors from partner universities in Armenia, Georgia, and Belarus, with experience in various educational subjects, got acquainted with gaming technologies, games, gamification of the course in the auditorium, and discussed the goals of using mobile learning, functions, and features.
According to her, within the framework of the visit, the trainees also visited the "VR" laboratory of the University of Barcelona, where they became participants in virtual reality, using technology to witness the construction of historical events (V. Lenin's 1920 public speech) in the auditorium and got acquainted with the experience of how to use them for teaching purposes.
Nvard Melkonyan held the "Active learning and digital technologies in the teaching process: "M-learning and gamification" training course, which was attended by 15 lecturers of the YSU Sociology Faculty.
During the five-day training course, the importance and possibilities of active learning, the goals and methods of application were presented, the role and efficiency of active learning in the teaching process, and the possibilities and methods of using mobile devices were discussed.
"Innovative learning tools were presented and tested, such as the latest methods and special tools used in the teaching process at the University of Barcelona, various digital applications and programs (Canva, Slido, Mentimeter, Socrative, Kahoot, Adobe Sparc Video, etc.), the use of which makes the course is more interesting, memorable and instructive for listeners. Apart from that, the advantages and limitations of using these techniques were discussed," said Nvard Melkonyan.
According to N. Melkonyan, the participants of the training were acquainted with the ways of preparing a "QR code".
"Participants of the training course independently tested the presented methods, performed tasks using various applications: developing surveys and tests with "Slido" and "Kahoot" programs, creating infographics and information brochures with "The Canva" program, making short films with "Adobe Spark Video" version, such as also developed pilot programs (parts) of their course using gamification and presented them in the "PechaKucha" format," stated Nvard Melkonyan.
According to her, the gamification of the learning process, serious games, and the use of mobile applications and mobile devices (m-learning) significantly increase the interest of students, motivate them, and ensure involvement in the educational process.