Academic literature on the topic 'Gaming technologies; classification of games; didactic games'

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Journal articles on the topic "Gaming technologies; classification of games; didactic games"

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Salayeva, Nodira Batirboyevna, and Muborak Xolmuratovna Ollaberganova. "THE ROLE OF GAME EDUCATIONAL TECHNOLOGIES IN TEACHING THE ENGLISH LANGUAGE." EURASIAN JOURNAL OF ACADEMIC RESEARCH 1, no. 2 (2021): 571–76. https://doi.org/10.5281/zenodo.4887567.

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Zakharova, Ekaterina Alexandrovna. "Using games in English language teaching." KANT 43, no. 2 (2022): 270–75. http://dx.doi.org/10.24923/2222-243x.2022-43.48.

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The purpose of the study is to consider the problem of using didactic games for teaching foreign languages. The article deals with the issue of using didactic games for teaching English, analyzes the conditions under which the use of gaming technologies is the most effective, and gives recommendations for organizing gaming interaction in the classroom. The scientific novelty of the study lies in the fact that in the process of studying the problem of using didactic games in teaching, the author developed his own typology of games, among which he singled out and characterized a new type of kine
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Ageenko, N. V., A. A. Rybkina, and N. V. Startseva. "Motivation fostering through gaming technologies." SHS Web of Conferences 113 (2021): 00025. http://dx.doi.org/10.1051/shsconf/202111300025.

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Modern educational strategies are focused on the formation of new students’ life attitudes and personal characteristics: today it is important to develop cognitive skills and promote educational motivation. The ways of fostering motivation of students at the initial stage are discussed in the paper. In this article, special attention is paid to the theoretical issues of teaching English, moreover, methodological foundations of teaching English with the help of gaming technology are reviewed. The analysis of psychological, pedagogical, methodological literature made it possible to reveal the th
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Orazbay, Zagipa, and Raushan Nurdilllayeva. "Increasing the interest of chemistry students through didactic games." ILIM 39, no. 1 (2024): 33–46. http://dx.doi.org/10.47751/skpu.1937.v39i1.3.

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Currently, awakening students` interest in the subject is a problem of achieving results in the learning process. In the era of rapid development of information communication, gaming activity is of great importance for motor activity distracting them from gadgets and computers. The article considers the problem of increasing the cognitive outlook and interest of students in the subject of chemistry with the effective use of gaming technologies. The effectiveness of conducting a lesson with the help of gaming technologies lies in the fact that students easily study the topic and become more mot
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Гуревич, Роман Семенович, Оксана Віталіївна Клочко, Віталій Іванович Клочко, Мар’яна Михайлівна Ковтонюк, and Надія Романівна Опушко. "COMPUTER SCIENCE TEACHERS’ READINESS TO DEVELOP AND USE COMPUTER DIDACTIC GAMES IN EDUCATIONAL PROCESS." Information Technologies and Learning Tools 75, no. 1 (2020): 122–37. http://dx.doi.org/10.33407/itlt.v75i1.3394.

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The paper reports research on computer science teachers’ readiness to develop computer didactic games and implement them into the educational process. Today’s teacher of computer science has to acquire and improve professional competencies in line with modern trends of high technological society. It is a process that we consider in the context of life-long education. The use of computer didactic games is one of the forms of innovative education, which increases the attractiveness of education, generates the development of learners’ endeavour and creativity. The authors emphasize that computer
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Berdiyeva, Yulduz. "USING GAMING TECHNOLOGIES IN THE CONTEXT OF AN INTERCULTURAL APPROACH OF TEACHING FOREIGN LANGUAGES." Oriental Renaissance: Innovative, educational, natural and social sciences 4, no. 24 (2024): 54–59. https://doi.org/10.5281/zenodo.14185211.

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<em>The focus of the paper is on educational gaming technologies and how they might be used in foreign language instruction and impact them on intercultural communication among learners. The purposes and benefits of using games as a training tool for foreign languages in the classroom are discussed. Special consideration is given to the categorization of speech and language games. The authors suggest a classification scheme that centers on creative and role-playing games in foreign language instruction, based on an examination of current categories.</em>
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Rudenko, Yulia. "USING OF GAMING TECHNOLOGIES IN PROFESSIONAL LINGVODIDACTIC EDUCATION OF FUTURE EDUCATOR OF PRESCHOOL EDUCATIONAL INSTITUTIONS." Educological discourse, no. 3-4 (2019): 130–42. http://dx.doi.org/10.28925/2312-5829.2019.3-4.130142.

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The article raises the problem of the use of gaming technologies in professional lingvodidactic education of future educators of pre-school educational institutions, in particular, the essence of interactive learning is considered, the basic principles of using the latest, interactive, interactive-gaming, game technologies in the professional-speech activity of future educators are defined, the classification of gaming technologies is given (business games, educational games, gaming situations, discussions, trainings, language games, speech games, etc.), pedagogical requirements about the use
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Begmuradov, Shokhzod. "Studying physics lessons in the system of exact sciences using digital technologies and online games." Journal of Science-Innovative Research in Uzbekistan 2, no. 10 (2024): 834–38. https://doi.org/10.5281/zenodo.14017609.

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The problem of using gaming technologies for teaching schoolchildren to solve physical problems is discussed. Studying physics lessons in the system of exact sciences using digital technologies. The possibilities of a virtual environment for organizing gaming learning activities are considered. The analysis of the domestic and foreign gaming resources in physics presented in the open access is given. The necessity of replenishing the modern resource base of this type, including the section of computer games for training sessions on solving physical problems, is substantiated. The didactic game
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Smolikova, T. "BLOCKCHAIN REVOLUTION IN GAMES: SHAPING A NEW CULTURE OF DIGITAL INTERACTION." Sciences of Europe, no. 145 (July 26, 2024): 21–27. https://doi.org/10.5281/zenodo.12909460.

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The article explores the transformational impact of blockchain technologies on the gaming industry and the formation of new paradigms of digital interaction. The paper analyses key aspects of blockchain integration into gaming ecosystems, including innovative economic models and monetisation mechanisms. For the first time in the framework of the research topic, a definition of the concept of "composite modding" is given, which describes a new concept in blockchain games that allows players to create and implement modifications without restrictions and the need to obtain permission from develop
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Davydenko, U. "FORMATION OF FOREIGN LANGUAGE COMMUNICATIVE COMPETENCE OF FUTURE TEACHERS USING ONLINE GAMING TECHNOLOGIES." Norwegian Journal of development of the International Science, no. 86 (June 13, 2022): 26–28. https://doi.org/10.5281/zenodo.6653760.

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<strong>Abstract</strong> The article discusses the use of online gaming technologies as a means of forming foreign language communicative competence. The author analyzes the main definitions of foreign language communicative competence, as well as the classification of genres of computer games. The author describes the potential and possibilities of using online gaming technologies to intensify foreign language learning. The article provides examples of existing games that can be used in foreign language education. The author comes to the conclusion that the use of online gaming technologies
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Book chapters on the topic "Gaming technologies; classification of games; didactic games"

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Tang, Stephen, Martin Hanneghan, and Abdennour El Rhalibi. "Introduction to Games-Based Learning." In Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-360-9.ch001.

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Games-based learning takes advantage of gaming technologies to create a fun, motivating, and interactive virtual learning environment that promotes situated experiential learning. Many researchers now believe that this approach can better motivate present day entertainment-driven learners to more thoroughly engage in learning through meaningful activities defined in the game context as opposed to those offered using more traditional didactic approaches. This chapter describes games-based learning, the related terms and scope, current approaches, embedded pedagogies and challenges for providing
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NOZDROVA, Oksana. "PREPARATION OF FUTURE TEACHERS FOR THE USE OF ACTIVE GAME TECHNOLOGIES AS A DETERMINANT OF THEIR PROFESSIONAL FORMATION IN THE UNIVERSITY ENVIRONMENT." In THEORETICAL AND METHODOLOGICAL PRINCIPLES DESIGNING THE PROFESSIONAL EDUCATION OF FUTURE SPECIALISTS IN THE CONDITIONS OF THE UNIVERSITY SPACE. Ushynsky University, 2024. http://dx.doi.org/10.24195/cm2024uuch5.

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The monograph are considered modern approaches to the use of interactive game methods of learning to create a creative environment in the university educational space. The experience of implementing the proposed game interactive format for the professional development of future teachers during the study of pedagogical disciplines is highlighted. Attention is focused on the organization of creative work of students of higher education with regard to the development of their intellectual, communication, willpower qualities, which is the basis of retrospective reflection - analysis of previous ed
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Conference papers on the topic "Gaming technologies; classification of games; didactic games"

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Platonova, N. A. "INFORMATION AND COMMUNICATION AND GAME TECHNOLOGIES IN THE HUMANITIES LESSONS." In Культура, наука, образование: проблемы и перспективы. Нижневартовский государственный университет, 2021. http://dx.doi.org/10.36906/ksp-2021/58.

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The use of mobile phones as a means of gaining knowledge in the classroom through gaming technology is quite common today. The use of the Learnis resource helps in the creation of quests and didactic games, and therefore the introduction of gaming technologies in the humanities lessons. The use of gaming technologies is relevant not only in primary school classes, but even in vocational schools.
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Florea, Adrian, Delilah Florea, Arpad Gellert, and Adriancristian Florea. "TEACHING PROGRAMMING BY DEVELOPING GAMES IN ALICE." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-073.

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What do we teach? How do we teach? Who do we teach? These three interrelated questions are not necessarily new, but are fundamental in terms of reshaping the teaching-learning process in order to accomplish the educational needs of a digital native society. Current solutions rely on merging traditional ways of teaching with modern approaches such as e-Learning, interactive teaching, open-ended questions, collaborative team-work, professional challenges and competitions in order to require student's brainpower. The concept of learning by doing is extended to learning by gaming. The main goal of
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