DIDACTIC POTENTIAL OF GAME TECHNOLOGIES

  • A.Sh. Zeynally
Keywords: game, game technologies, pedagogical activity, pedagogical competence, training, creative thinking

Abstract

The article analyzes the concept of “game” approach to its definition. Identify their bringing up, developing, learning potential. It substantiates the idea that the most adequate to prepare undergraduates for future teaching activities correspond to gaming technology. Despite the undoubted interest and the obvious efficiency, introduction of gaming technology in the practice of training undergraduates to teaching hampered by lack of clearly developed theory and methods of their use in the educational process

References

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Published
2016-09-26
Pages
24-28
Section
SECTION 1 THEORY AND TRAINING PRACTICE