BOARD GAMES IN WORLD LITERATURE AND THEIR USE IN LESSONS IN GENERAL EDUCATION INSTITUTIONS
DOI:
https://doi.org/10.32999/ksu2413-1865/2025-111-16Keywords:
gamification, board game, world literature lesson, educational process, functions, principlesAbstract
The presented material examines board games as one of the components of gamification. The focus is placed on the advantages of board games, the functions they perform, the fundamental principles of working with them, and methodological recommendations for their development. The aim of the study is to analyse existing materials on the outlined issue, to systematise them, and to develop content for the methodological casebook “Board Games for World Literature Lessons”, including a search for effective ways to integrate such games into the educational process. A comprehensive methodological approach enabled the analysis and identification of the most effective strategies for designing board games and incorporating them into the structure of world literature lessons. As a result of the research, the advantages and limitations of using board games were identified; these findings may serve as reference points for literature teachers when implementing this tool in classroom practice. Our study has led to the conclusion that the integration of board games into the educational process during world literature lessons in secondary schools is pedagogically justified. An essential factor in the effectiveness of this practice is teachers’ awareness of the key principles for preparing and applying this tool within the lesson structure. The prospects for further research on this issue necessitate the development of a comprehensive portfolio of board games in accordance with the current curriculum, their testing, and the creation of methodological recommendations for their implementation in the educational process.