The World of Science, Culture and EducationISSN 1991-5497 · ISSN 1991-5500

No. 6 (91), 2021 · 167–169 · DOI: 10.24412/1991-5497-2021-691-167-169

GAME TECHNOLOGIES AS A MEANS OF INCREASING THE COGNITIVE MOTIVATION OF STUDENTS

Nasyrova E.F., Nasyrov R.I.

Abstract

The article discusses one of the important problems existing in pedagogical science, a problem of forming motivation for teaching students. The analysis of concepts “stimulus”, “motivation” and “cognitive motivation” is presented. Three forms of internal motivation of students are considered. Characteristic features of the influence of the game on the internal motivation of the student’s activity are displayed. The analysis of classifications of gaming technologies, presented by various researchers. The authors conclude that the classifications of games are conditional, and due to the large variety of games, it is difficult to distinguish clear groups. The analysis of the data obtained as a result of the study made it possible to reveal the level of readiness of future teachers to use gaming technologies in pedagogical activity.

Keywords: motivation, stimulus, motive, cognitive motivation, game, gaming technologies, classification of gaming technologies.

Full text in Russian.

How to cite

Nasyrova E.F., Nasyrov R.I. GAME TECHNOLOGIES AS A MEANS OF INCREASING THE COGNITIVE MOTIVATION OF STUDENTS. The World of Science, Culture and Education. 2021. No. 6 (91). 167–169. DOI: 10.24412/1991-5497-2021-691-167-169