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Keyword: «games»

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The article is devoted to the generalization of the experience of the organization of preparing future social workers to the organization of games and leisure activities leisure activities. The article considers the list of broad functional capabilities of leisure and basic socio-pedagogical technologies.
In article topical issues of use of cross-platform applications for development of computer games are discussed. The possibilities of such programs as Game Maker, Construct 2, Unity 3D, Unreal Development Kit and CryENGINE are considered. Characteristics of each of program environments come to light during creation of different types of games. Special attention is paid to the description of cross-platform technologies of creation 2D and 3D of games. The analysis of merits and demerits of each of programs is submitted. The relevance of article is connected with growth of interest in use of solutions of modern IT technologies when developing game applications.
This article discusses the question of how to motivate a child in speech therapy. After reviewing the game. Mersibo we chose those that are appropriate to the age of the child. These games are divided into: phonemic hearing, sound reproduction, motor skills, memory and attention, reading, grammar. Mersibo games are a lifesaver for the teacher and speech therapist, because they are multifunctional, entertaining and modern.
The article is devoted to some problems of the teaching process organization elaborated by teachers of foreign languages either at schools, vocational and higher educational establishments at the present stage which is marked by different social and professional challenges in education, introduction of distant forms of learning, individual and differentiating ways of assessment, new demands of federal standards to aims and tasks of education. The main objective of this research is to investigate the results of teachers’ experience within the framework of using interactive forms of education which provide the variety and activity of the communicative process. To such methods we correspond business games, playing activities, shows and quizzes, interviews etc. which are based on the creativity, various dialogues, knowledge base and group forms of learning.
The article presents the interpretation of the concepts of «interaction», «interactivity», «interactive technologies» through the prism of their use in teaching a foreign language. The article discusses the effective use of interactive technologies in the educational process in foreign language lessons in elementary school. Examples of the effective use of interactive technologies in foreign language lessons in elementary school are given.