Keyword: «game technologies»
The article discusses approaches to the study of game technologies for the formation of dialogic speech of preschoolers. The results of an experimental study are described. An algorithm for the use of gaming technologies in a preschool educational institution for the formation of conversational speech has been developed.
To date, various technologies are used in the educational process at the time of the organiza-tion of training, and more and more often it is the active forms of training that are becoming the fa-vorites of teachers. When teaching geography, one of the most suitable are gaming technologies. The range of activity options is almost inexhaustible, both in traditional options and in the digital space. The game belongs to the traditional and recognized methods of teaching and upbringing. The value of this method lies in the fact that in the game activity, the teaching, developing and educational functions act in close interrelation. The game as a method of teaching organizes, develops students, expands their cognitive capabilities, educates personality.
The purpose of this article is to consider the features of the use of gaming and case technologies in the process of teaching students of secondary vocational education, and proves the effectiveness and prospects of using these technologies in the training of specialists in the direction 40.02.02 "Law enforcement. The initial results of the conducted pedagogical experiment among students of the educational institution of the NPOU "YAKIT" are presented, which showed that these technologies and methods of active and interactive learning contributed to increasing the motivation of students, involved in the educational process, the creative potential of students, contributed to the consolidation of existing knowledge, as well as the independent development of new information.
In addition, this experience helps the teacher both creatively implement his approach in the educational process, and with the correct organization and submission of new material, achieve the goals set in the federal educational standard of secondary vocational education in the training of legal specialists.
This article discusses the use of gamification in the educational field. The concept of «gamification» is considered as the use of gaming technologies in non-gaming situations, to increase the educational activity of students, taking into account the specifics of secondary vocational education.
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