RU

Keyword: «secondary vocational education»

The article identifies and briefly describes such stages of a teacher’s technological activity aimed at teaching and educating students as motivation of students, organization of training, organization of perception of educational information, understanding, memorization, consolidation, repetition, generalization and systematization, and also con-trol and assessment of students’ knowledge. There is a connection between many of these technological aspects and the psychological impact on students.
The article theoretically substantiates the need to use communication technologies in order to develop cognitive interest among adolescents. The results of testing the “debate” technology in a medium-sized professional institution are presented. Through the development of cognitive activity, students are stimulated to become interested in future professional activities. In addition, apart from the formation of cognitive interest, students develop critical and creative thinking skills.
The article discusses a methodology for generalizing and systematizing knowledge, which may be relevant in the course of teaching the discipline “Economics” in the secondary vocational education system. Particular emphasis is placed on the use of didactic games in the learning process. The game “Economic Lotto” has been developed and described as a tool for systematizing and generalizing students’ knowledge in the economic discipline. The article discusses the theoretical foundations of creating a game, its structure and principles of operation. Particular attention is paid to the pedagogical ad-vantages of using the game method in the educational process.