No. 2 (93), 2022 · 51–53 · DOI: 10.24412/1991-5497-2022-293-51-53
GAME TECHNOLOGIES AS A MEANS OF DEVELOPING INNOVATIVE THINKING OF STUDENTS
Abstract
Encouraging students of pedagogical directions to innovate in the organization of the educational process with the use of game technologies, increases motivation to study and the effectiveness of mastering the material of the discipline being studied. The analysis of the works of scientists presented in the article allows to assert the positive dynamics of the use of didactic games in educational activities, which makes this direction quite relevant. The purpose of the article is to substantiate the feasibility of using gaming technologies in the educational process. The role of the teacher is being clarified, which makes it possible to interact with students, develop their desire for innovation, communication, and purposefulness. The article indicates that the attitude of students to their future profession depends on the teaching technologies used, and on relationships within society, and on informational influences from outside, and on the strategic directions of education. The idea is emphasized that didactic games act as a means of stimulating interest, help to interest students, and cause a desire to engage in search and research activities. It is noted that not every activity provides for development, while for the game is a mandatory element for the development of communications, intelligence, personality qualities. The study was conducted where future teachers took part, which showed an increase in the number of participants who are ready to use gaming technologies in their future professional activities. Based on the data obtained, it is revealed that the stimulation of activities associated with the acquaintance and development of didactic games has a significant impact on increasing the interest of future teachers in the use of gaming technologies in professional activities.
Keywords: game, game technology, didactic games, game activity, innovative thinking, motivation.
Full text in Russian.
How to cite
Nasyrova E.F., Nasyrov R.I. GAME TECHNOLOGIES AS A MEANS OF DEVELOPING INNOVATIVE THINKING OF STUDENTS. The World of Science, Culture and Education. 2022. No. 2 (93). 51–53. DOI: 10.24412/1991-5497-2022-293-51-53