IMPLEMENTING ESC ROOM IN COMPUTER GRAPHICS EDUCATION
Keywords:
Gamification, ESC Room, computer graphic, digital technologiesAbstract
The changes in the requirements of the labor market in Europe reflect the new modern socio-economic trends by increasing the attention to some specific skills and competencies in young people, such as - digital skills, for the use of current software applications and digital technologies, important for different professions; adaptive skills and flexibility to the rapidly changing economic environment with creative thinking and the ability to quickly learn new knowledge and skills; social skills for effective communication for cooperation, building conflict management skills. These are just some of the key requirements that are observed in the labor market, important for the successful integration of young people into the working environment.
The Digital education action plan (2021-2027) (ЕК, н.д.), adopted by the European Commission according to which one of the priorities of the Executive Agency for Education, Audiovisual and Culture of the European Commission is aimed directly at "Modernization of higher education through new technologies", which led to the adoption by the Council of Ministers of the Republic of Bulgaria of the Concept for digital transformation of the Bulgarian industry (Industry 4.0) (МС, 2017), imposing an urgent digital transformation on the educational sphere as well.
Many actions have been taken to improve and adapt EU education systems at a time of severely limited financial resources and targeted investments to meet these goals (ЕК, 2019). The priority areas to which higher education in the field of digital technologies is directed are a prerequisite for increasing the quality of pedagogical training in universities for the use of pedagogies and active participation of students in their studies.
Gamification in education is part of the methods to activate and motivate learning to encourage their commitment and interest.
This report presents а model of integration of the educational tool - ESC room, in the exercises of the discipline "Computer Graphics" of students-teachers of Technology and Entrepreneurship, which implements the gamification in the learning process, with the aim of building digital competences.
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