DIGITAL LIBRARY
GAME TECHNOLOGIES AS A GUARANTEE OF EDUCATIONAL EFFECTIVENESS OF TEACHING
South Ural State Humanitarian Pedagogical University (RUSSIAN FEDERATION)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 9666-9671
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.2163
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
Effective teaching of school students requires game technologies, since it is they that help to raise interest of school students for studying school subjects, facilitate visual-figurative presentation of the material, and the availability of material. Addressing the problems of using gaming technologies as a guarantee of the effectiveness of teaching schoolchildren is currently relevant and will always be.

The article is aimed at solving the following tasks: the definitions of the concept of gaming technology in order to identify aspects of its consideration in the scientific and methodological literature; specifying the components that this concept includes, the distinctive characteristics of the concept; an attempt was made to identify the structure of gaming technology, its functions, to determine the place of the concept among other concepts; the requirements, conditions, methods of using gaming technologies in the process of teaching schoolchildren are determined as a guarantee of the effectiveness of teaching; the features of the use of gaming technologies in the process of teaching schoolchildren of different age groups are considered.

Scientific, methodological and reference literature has served as the material for the analysis of the concept of game technologies. In the course of working on the problem, the following methods and techniques were used: descriptive, distributive, interpretive, analysis of theoretical material.

The theoretical and practical significance of the work carried out lies in the description of game technologies from the standpoint of their educational potential, taking into account the age and psychological characteristics of learners. The use of game technologies in the process of teaching students motivates them to consciously master subjects, and the value of motivation for successful study is often higher than the value of the student's intelligence. In this regard, the modern school faces a specific educational task - to learn how to use game technologies to raise effectiveness of teaching school students.
Keywords:
Educational technologies, game technologies, educational game, pedagogical game, game technique, game material, educational activity.