This paper examines issues related to micro-learning technology as an evitable adaptation of the educational process to current modern circumstances such as multitasking, which entails clip thinking and its propagation among students. The article studies multitasking and the environment in which language education and learning takes place nowadays, as well as the properties of students’ attention and concentration with their diverse activities. In addition, the authors outline design features of micro-courses, provide a selection of tools for their development, and point out the importance of combining various methods to focus students’ attention on the educational materials in order to avoid or to reduce different types of distractions in micro-learning environment. The authors consider gamification as a method capable of dealing with this problem, and also mention the need of preserving the “stream” of learning, which is helped by gamified tools. For example, the authors propose a Gamified Micro-Learning model that can be implemented in the Moodle environment using native tools, as well as third-party Moodle add-ons from the library of users’ assets.

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LMS Moodle Gamification Tools for Micro-Learning

  • Yevgenia V. Vorontsova,
  • Mikhail A. Murashko

摘要

This paper examines issues related to micro-learning technology as an evitable adaptation of the educational process to current modern circumstances such as multitasking, which entails clip thinking and its propagation among students. The article studies multitasking and the environment in which language education and learning takes place nowadays, as well as the properties of students’ attention and concentration with their diverse activities. In addition, the authors outline design features of micro-courses, provide a selection of tools for their development, and point out the importance of combining various methods to focus students’ attention on the educational materials in order to avoid or to reduce different types of distractions in micro-learning environment. The authors consider gamification as a method capable of dealing with this problem, and also mention the need of preserving the “stream” of learning, which is helped by gamified tools. For example, the authors propose a Gamified Micro-Learning model that can be implemented in the Moodle environment using native tools, as well as third-party Moodle add-ons from the library of users’ assets.