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

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1

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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10

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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Aksiutina, Tetyana. "COMPUTER-AIDED LANGUAGE LEARNING: SELECTION CRITERIA FOR DIGITAL GAMES IN TEACHING ESL AT A HIGHER SCHOOL." English and American Studies, no. 20 (June 23, 2023): 47–57. http://dx.doi.org/10.15421/382307.

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With the focus on teaching ESL vocabulary and developing speaking skills, the article considers the issue that ESL learners could improve their language proficiency while playing video and online computer games. The paper aims to study the issue under review in the context of informatization and gamification of education by determining the criteria for selecting computer games for the Humanities who study English as a second language. The purpose is to present the ways of integrating computer-mediated methods into ESL learning and examine the effect they have on the learning process and learni
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Katerzhina, Svetlana F., Yuliya A. Sobashko, and Egor A. Zbanov. "About the experience of using gamification in higher education on the example of teaching mathematical disciplines." Vestnik of Kostroma State University. Series: Pedagogy. Psychology. Sociokinetics 28, no. 3 (2023): 151–57. http://dx.doi.org/10.34216/2073-1426-2022-28-3-151-157.

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The article deals with the issue of improving the quality of education at the university through the use of gamification methods in the process of teaching mathematical disciplines. The principles of gaming activity, its structural components, cases of gamification application are highlighted, the classification of games is given, pedagogic conditions are formulated, as well as a number of requirements for conducting a didactic game. The article presents the authors’ educational and methodological kit of the game, tested on students of the training direction of Tourism at Kostroma State Univer
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Anar Mammadli, Anar Mammadli. "APPLICATION OF DEEP LEARNING FOR PROCEDURAL CONTENT INTEGRATION FOR LEARNING SERIOUS GAMES." PAHTEI-Procedings of Azerbaijan High Technical Educational Institutions 48, no. 01 (2025): 455–69. https://doi.org/10.36962/pahtei48012025-455.

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Deep Learning (DL) and game-based approaches such as serious games or gamification are both emerging technologies and methodologies in learning systems. The merging of the two could provide greater advantages, particularly in the field of learning serious games or instructional games. Already, AI behavior has been linked with Digital Games to a certain degree. However, these methods are designed for specific structure and hardly scalable to various serious games. This study sought to automate dynamic integration process by using Deep Learning methods. To guarantee a trustworthy context for var
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Luhova, Tetiana. "JOURNALISM EDUCATION BASED ON SERIOUS GAMES." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 11 (2021): 92–105. http://dx.doi.org/10.28925/2414-0325.2021.118.

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The article substantiates the use of serious games for training in the specialty 061 Journalism. Serious games are viewed as information and communication technologies for training journalists. Well-known serious games of journalistic direction are analyzed. The role of serious games in the courses «Internet Journalism», «Blogging», «International Journalism», «Fact-Checking», «Art Journalism», etc. is determined. The project of a serious game «J-chess» for journalists using the universal modeling language (UML) is described. It identified the benefits of serious games for learning journalists
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Dgamaletdinovich Yambyshev, Farid, Dilyara Lenarovna Derbisheva, and Adelina Vladimorovna Halaman. "USE OF GAMING TECHNOLOGY IN THE STUDY OF CHEMISTRY." Humanities & Social Sciences Reviews 7, no. 6 (2019): 954–61. http://dx.doi.org/10.18510/hssr.2019.76142.

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Purposes: In article influence of a game method of training on the formation of interest at seniors in profound studying of a subject of chemistry is considered. Game technologies in teaching are used for a long time, but their importance inactivation of cognitive activity of students does not lose relevance. By means of a didactic game, it is possible to realize with success everything the leading functions of training: educational, bringing up and developing.&#x0D; Methodology: Authors describe the scenario of a lesson game of chemistry on the subject "Hydrocarbons" for students of the 10th
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16

Alotaibi, Omar. "New Metaverse Games Based on Artificial Intelligence: A Review." International Journal of Metaverse 2, no. 1 (2024): 20–32. http://dx.doi.org/10.54536/ijm.v2i1.3230.

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The current review conveys Metaverse integration with AI-based gaming exploring the advancements in Metaverse games and its potential in growing self-learning AI in the latest years for the readers. Using state-of-the-art deep learning techniques, it aimed to pinpoint its advancements, issues, and suggested solutions. For the current review, 18 papers were used that appeared in peer-reviewed publications and were searchable on Google Scholar within the last five years (2020–2024). To analyse the collected data, thematic analysis was employed. The article delves into the various ways the Meta-M
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17

Isupova, Natalya I., Marina S. Perevozchikova, Tatyana V. Masharova, and Svetlana V. Zenkina. "Formation of teamwork skills among future teachers in the development of didactic games with traditional and digital components." Perspectives of Science and Education 55, no. 1 (2022): 130–46. http://dx.doi.org/10.32744/pse.2022.1.8.

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The problem and the aim. A teacher of a digital school, according to the requirements of the standard of professional activity, must possess such universal qualities related to information and communication technologies, formed communicative competence, the ability to work in a team. The formation of the relevant skills within the framework of university education is complicated by a number of problems of a different nature. The authors suggest to improving the training of future teachers to organize practical activities for the development of didactic games integrating computer-free and digit
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18

Jumaeva, Sanobar Absaatovna, and Sarviniso Jahongir kizi Kholmuminova. "THE ROLE OF ENGLISH LITERACY IN STUDENTS' SPIRITUAL REFLECTION." Multidisciplinary Journal of Science and Technology 5, no. 2 (2025): 867–69. https://doi.org/10.5281/zenodo.14955626.

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This article examines issues related to the use of gaming technologies in English lessons in the process of educating a developed spiritual and moral personality. The concept of "role-playing game", its functions and relationship with the education and training of schoolchildren in accordance with the requirements of modern educational standards were considered. In addition, a brief classification of games that can be used in teaching schoolchildren a foreign language is proposed.
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19

Данилова, О. Ю., С. А. Телкова та Т. В. Ларина. "Использование игровых технологий при обучении комбинаторике в образовательных организациях высшего образования МВД России". Review of pedagogical research 6, № 8 (2024): 182–89. https://doi.org/10.58224/2687-0428-2024-6-8-182-189.

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в статье рассматриваются игровые педагогические технологии на примере дидактических игр, способствующие активному участию обучающегося в познавательном процессе, выполнению им творческих, поисковых, проблемных заданий, обеспечивающих баланс фундаментальности и компетентности в обучении. В работе представлена классификация дидактических игр, их структура. Основной целью исследования является разработка и внедрение передовых игровых педагогических технологий при обучении комбинаторике на учебных занятиях по дисциплине «Дискретная математика» для повышения уровня усвоения рассматриваемого материа
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MOVCHAN, Valentyna, Yana SHESTERIKOVA, and Tetiana PODILKO. "FEATURES OF THE ORGANIZATION OF VISUAL ACTIVITIES OF PRIMARY SCHOOL STUDENTS BY MEANS OF GAME TECHNOLOGIES." Cherkasy University Bulletin: Pedagogical Sciences, no. 4 (2024): 109–14. https://doi.org/10.31651/2524-2660-2024-4-109-114.

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Introduction. Modern trends in primary school development are based on the use of activity and creative methods and teaching technologies in the educational process, which contribute to the artistic and creative expression and self-realisation of students. Information and reproductive methods of teaching are inferior to interactive ones, which are aimed at forming students' interest in education, activating cognitive activity, developing creativity, fostering moral values and respect for world and national culture. Purpose. To substantiate the peculiarities of organising the visual activity of
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Nakonechna, Larysa, and Tetiana Trifonenko. "USE OF LINGUISTIC GAMES IN ENGLISH LANGUAGE LESSONS IN PRIMARY SCHOOL." Mountain School of Ukrainian Carpaty, no. 30 (June 20, 2024): 97–100. https://doi.org/10.15330/msuc.2024.30.97-100.

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In modern primary schools, there is a problem of forming and improving the communicative skills of students, as well as maintaining students' interest in learning, and in learning a foreign language in particular. This article is devoted to one of the aspects of the methodology of teaching a foreign language in primary school - the use of linguistic games as an effective means of improving the communicative competence of students. The purpose of the article is to consider the possibilities of using game technologies in English lessons in primary school. The relevance of the topic of the articl
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Platonova, S. M., and N. P. Glukhova. "Learning Games in the Young Teenagers’ Life: New Meaning and Aims." Pushkin Leningrad State University Journal 2 (2025): 68–83. https://doi.org/10.35231/18186653_2025_2_68.

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Introduction. The statement that playing technologies are the method of including teenagers in educational process, stirring up of internal resources and increasing of learning efficiency is well-known. But interactive playing technology is not so often used as the part of education. Moreover, it is said that games make children feel too relaxed and create a lot of problems in the educational process. Without understanding of particular features of modern teenagers it is very difficult to estimate the efficiency of different methods used in education. The use of games in teaching is very actua
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Chandana, S., B. R. Purnima, and Prabhu Ravikala Vittal. "Classification of Individuals Based on Autonomic Response to Virtual Gaming." Journal of Computational and Theoretical Nanoscience 17, no. 9 (2020): 4385–93. http://dx.doi.org/10.1166/jctn.2020.9082.

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Modern games consists of digital gaming consoles that involves interaction with a user and has an interface to generate visual feedback through 2D/3D monitor. These games have several psychological side effects like loss of spatial awareness, back pains, insomnia, addiction, aggression, stress, and hypertension. Virtual reality (VR) Gaming is one of the most emerging and novel technologies in the field of entertainment. Evaluation of this new technology has become important in order to analyze the effects of its predecessors (2D and 3D gaming). The main focus of this paper is on detection of s
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Andreu-Perez, Ana R., Mehrin Kiani, Javier Andreu-Perez, et al. "Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses." Brain Sciences 11, no. 1 (2021): 106. http://dx.doi.org/10.3390/brainsci11010106.

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With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS da
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Rusnak, Ivan, and Maryna Vasylyk. "INNOVATIVE PRINCIPLES OF ENGLISH LANGUAGE TEACHING AT NON-SPECIAL FACULTIES OF HIGHER EDUCATION INSTITUTIONS." Collection of Scientific Papers of Uman State Pedagogical University, no. 2 (June 24, 2021): 128–36. http://dx.doi.org/10.31499/2307-4906.2.2021.236670.

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The article substantiates the relevance of improving the quality of foreign language education of graduates of higher education institutions of non-special faculties as a means of their professional mobility in the domestic and world labor market and intercultural communication in modern globalized world. It is focused on ensuring the innovative development of its teaching methods, the introduction of modern technologies, bringing the learning process in line with world and European requirements.The classification of teaching methods in pedagogical science is considered, among which the classi
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Dvoryatkina, Svetlana N., Sergey V. Shcherbatykh, and Arseny M. Lopukhin. "Scientific and Methodological Support for Teachers in the Context of Gamification in Mathematics Study in the Russian System of Additional Education." RUDN Journal of Psychology and Pedagogics 18, no. 1 (2021): 140–52. http://dx.doi.org/10.22363/2313-1683-2021-18-1-140-152.

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The relevance of this study is due to the practical significance of the issues of using game mechanisms in the process of teaching mathematics, the lack of research into the issues of symbiosis of game and didactic technologies in mastering complex mathematical knowledge, the need to search for effective technologies to establish how they affect the development of students and the formation of a modern style of thinking. The analysis of global trends and practices of introducing elements of gamification into the education system has shown that the mastering of complex knowledge and patterns of
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USPENSKYI, M. S., M. S. USPENSKYI, and V. V. NESTERENKO. "NOTION “ARCHITECTURE” IN THE CONTEXT OF CONTEMPORARY VIRTUAL ART DEVELOPMENT (ON EXAMPLE OF A VIDEO GAME)." Ukrainian Journal of Civil Engineering and Architecture, no. 6 (January 14, 2023): 106–14. http://dx.doi.org/10.30838/j.bpsacea.2312.271222.106.917.

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Problem statement. The relevance of the article is due to recent changes that have occurred due to appearance of a large number of new contemporary art genres and types, which have appeared due to mixing, combining existing ones, caused by the advent of new technologies. This led to quantitative changes in the situation in the general systemic classification of arts as well as to the blurring of the boundaries between traditional arts and created the need to search for a specification of each art content and architecture, in particular. The problem is defined by the lack of certainty in relati
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Filipov, A. V. "TEACHING SCHOOLCHILDREN IN PROGRAMMING USING VIRTUAL WORLDS." Informatics in school, no. 3 (June 3, 2021): 45–49. http://dx.doi.org/10.32517/2221-1993-2021-20-3-45-49.

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The article reveals the concept of "virtual world", gives a classification of virtual worlds, describes the use of these worlds in human life. The article considers the importance of using virtual worlds in modern education, the possibility of using gamification with the use of didactic computer games in teaching basic school students, methods of teaching basic school students programming using virtual worlds and robotic constructors. The requirements for interactive learning virtual worlds are described. The use for teaching algorithms of such environments as Minecraft: Education Edition; Rob
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Reshetchenko, Svitlana, and Liudmyla Yakovleva. "Modeling of educational activities in geography lessons in conditions of «New Ukrainian School»." Geographical Education and Cartography, no. 39 (August 1, 2024): 53–57. https://doi.org/10.26565/2075-1893-2024-39-05.

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The educational institution of the 21st century must be prepared to meet the challenges of modernity and provide the rising generation with quality, relevant, competitive, and accessible education. Its character becomes innovative, as the youth must be prepared for a new life in the information society. In this context, there is a need to reconsider the role of the educator and the system of effective lessons, paying attention to their structure, forms, and conduct technologies. Pedagogy of partnership requires a new educational environment. The aim of the article is to investigate the peculia
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Donia, Valeriia. "Game technologies as a means of professional training of future teachers of the Polish language." Bulletin of Luhansk Taras Shevchenko National University, no. 5 (364) (2024): 108–14. https://doi.org/10.12958/2227-2844-2024-5(364)-108-114.

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The article examines the role of game technologies in the process of students’ education as a means of their professional training. The analysis covers both the modern stage of the development of educational technologies and outlines the historical aspect of the formation of game technologies and their introduction into the educational process, demonstrating the development of this concept over the centuries. The definition of “game technologies” is also revealed, covering its content and functions in the educational process. In addition, the main stages of preparation and implementation of ga
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Ovcharenko, Natalia, Yuliia Merezhko, Olena Ovcharenko-Pieshkova, Bohdan Andreichyk, and Olha Chebotarenko. "Formation of Students' Health Culture through Innovative Technologies of Artistic and Creative Music Education." Revista Romaneasca pentru Educatie Multidimensionala 17, no. 1 (2025): 518–46. https://doi.org/10.18662/rrem/17.1/964.

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The paper dwells on an urgent problem of music and music-pedagogical education in terms of Ukraine and other countries worldwide - the formation of students' health culture by means of innovative technologies of artistic and creative music education. The objective of the paper is to highlight the results of an experimental study of the formation of students' health culture by means of innovative technologies of artistic and creative music education. Correspondingly, to study the problem, the following scientific research methods were employed, such as: a range of scientific approaches: cultura
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Protsenko, Irina. "AN EMPIRICAL STUDY OF THE FEATURES GAME ACTIVITY OF SCHOOL-AGE STUDENTS IN HISTORY LESSONS." Modern Information Technologies and Innovation Methodologies of Education in Professional Training Methodology Theory Experience Problems, no. 74 (February 26, 2025): 156–66. https://doi.org/10.31652/2412-1142-2024-74-156-166.

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In the article, a theoretical analysis of the psychological and pedagogical literature on the problem of the characteristics of children's game activity was carried out, the essence of game activity, types of games for school-age children, problems of children's game activity were determined. The results of an empirical study of play activities of older preschool children with general underdevelopment of speech are presented based on a comparison of play activities with children of older preschool age with normative development, and the features of their play activities are determined. It was
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Tovkanets, Anna, and Julia Sidor. "Developing learning interest of junior schoolchildren at the Ukrainian language lessons." Visnyk of Lviv University. Series Pedagogics, no. 40 (2024): 80–88. http://dx.doi.org/10.30970/vpe.2024.40.12237.

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The article deals with the problem of developing the learning interest of junior schoolchildren during the Ukrainian language lessons in the framework of a modern primary school. The authors of the article highlight the features of the students’ learning interest development, including the novelty of teaching approaches and the educational material, the use of gaming technologies, the introduction of interactive methods, the integration and use of interdisciplinary connections in the teaching process (the possibility of studying the material from the view of different subjects; various opportu
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Tei, *Shisei, and Junya Fujino. "THE NEURAL BASIS OF GAMING DISORDER AND THEIR COMORBIDITIES." International Journal of Neuropsychopharmacology 28, Supplement_1 (2025): i93. https://doi.org/10.1093/ijnp/pyae059.160.

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Abstract Background Given the growing popularity of online gaming and the rapid rise of societal and mental health crises, it is crucial to identify the neurocognitive features that delineate problematic gaming. Digital technologies are continually developing, and gaming has become much more social, immersive, and also monetized [1]. Furthermore, preoccupation with games frequently leads to behavioral addiction and aggravates physical and mental problems, similar to other psychiatric disorders. In response to this situation, the World Health Organization included gaming disorder (GD) in its la
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Амирхажиев, Н. У., та Т. И. Усманов. "Игровые технологии как средство повышения мотивации студентов к изучению иностранных языков в вузе". Management of Education 14, № 5-1 (2024): 67–75. https://doi.org/10.25726/k8718-6400-6878-i.

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Данная статья посвящена исследованию потенциала игровых технологий как средства повышения мотивации студентов к изучению английского языка в вузе. Актуальность темы обусловлена необходимостью поиска эффективных педагогических инструментов, способных обеспечить вовлеченность учащихся в образовательный процесс и устойчивый интерес к освоению иностранного языка. Цель работы заключается в выявлении особенностей влияния игровых методик на мотивационную сферу студентов. В задачи входит анализ теоретических основ игрового обучения, разработка и апробация комплекса игровых заданий, оценка их мотивирую
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Koleva, Nelly. "ACSELECOLOGICAL CONCEPT FOR DEVELOPING THE CREATIVITY IN PEDAGOGICAL AMETOLOGY." Knowledge International Journal 28, no. 3 (2018): 829–35. http://dx.doi.org/10.35120/kij2803829n.

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Acselecological concept for developing the creativity of the f developing the creativity of students is part of an intensive training system based on ametological technologies to gradually increase the level of education. The concept creates conditions for enhancing the learning process based on an educational process of psycho-physiological conditions for the complex activation of the student's personality reserve capabilities that are hidden in daily life and are unavailable for use due to existing psychological barriers. The aim of the educational process through the acselecological concept
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Шапран, Ольга, та Богдан Бандур. "ІМІТАЦІЙНІ ТЕХНОЛОГІЇ НАВЧАННЯ МАЙБУТНІХ ВИКЛАДАЧІВ У ВИЩІЙ ШКОЛІ: СУТНІСТЬ, КЛАСИФІКАЦІЯ ТА РІЗНОВИДИ, ОСОБЛИВОСТІ ЗАСТОСУВАННЯ". Scientia et societus 1, № 1 (2022): 9–19. http://dx.doi.org/10.31470/2786-6327/2022/1/9-19.

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У статті розглянуто особливості застосування імітаційних технологій навчання у процесі професійної підготовки майбутніх викладачів у вищій школі. Доведено, що імітаційні технології навчання є основним засобом формування практичних професійних умінь і навичок студентів в умовах штучно створеного освітнього середовища ЗВО. Уточнено розуміння основних дефініцій проблеми дослідження, а саме: імітаційні технології у вищій школі (сукупність освітніх методів, дій та процедур відтворення в умовах ЗВО процесів, що відбуваються в реальній професійній діяльності майбутніх фахівців); імітаційне навчання у
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Vasylenko, Olga Nik. "Forming a Tolerant Attitude Towards Children in the Vocational Training of Social Workers." Adaptive Management: Theory and Practice. Pedagogics 6, no. 11 (2019). http://dx.doi.org/10.33296/2707-0255-6(11)-05.

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The article considers one of the urgent problems of training future social workers to form a tolerant attitude towards children using interactive technologies. In particular, the essence of such concepts as tolerance, training of future social workers, interactive technologies is revealed. The features of interactive methods for recognizing tolerance in interaction with others are highlighted: modeling of life situations, the use of role-playing games, a joint solution to the problem. Attention is directed to the awareness of tolerance in interaction with others through the modeling of life si
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Samorè, Ilaria. "Simboli religiosi e beni culturali nei videogiochi: intersezioni tra gaming and religion, ovvero due destini ineludibilmente comunicanti. Nuovi spazi di ricerca e riflessione teorica." Stato, Chiese e pluralismo confessionale, October 19, 2022. http://dx.doi.org/10.54103/1971-8543/18919.

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SOMMARIO: 1. ‘E la mirabile coppia apparve’: prolegomeni allo studio dei rapporti tra gaming and religion ˗ 2. Una mappatura del campo di indagine dei Digital Religion Studies: gaming as religion, didactic digital games … ˗ 3. … religion in gaming: ovvero cattedrali, moschee, schiere di angeli e demoni nelle narrazioni videoludiche ˗ 4. ‘Gli amori difficili’: la problematica relazione tra gaming and religion ˗ 5. Il diritto sulla scena: gaming and religion con gli ‘occhiali del giurista’ ˗ 6. Un puzzle di norme diverse e contrastanti: una radiografia sulla libertà di panorama in Europa … ˗ 7.
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Pirakhunova, F.N. Shaizakova D.A. "USE OF DIDACTIC GAME TECHNOLOGIES IN A CLASS ON THE TOPIC "MEDICINAL PLANTS: WORMWOOD (ARTEMISIA LEUCODES SCHRENK)"." February 27, 2024. https://doi.org/10.5281/zenodo.10718697.

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<em>This article reveals the features of the use of gaming didactic technologies in teaching the subject &ldquo;Pharmacognosy&rdquo; on the topic: &ldquo;Medicinal plants: wormwood (Artemisia leucodes schrenk)&rdquo; for students of medical and pharmaceutical institutions. The article describes the method of &ldquo;scientific conference&rdquo;, the role of the teacher in conducting this lesson, and the methodology for conducting the lesson. Materials are provided for use in the classroom</em>
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Wilson, Jason A. "Odyssey Renewed." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1874.

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The first home video-gaming console, the Magnavox Odyssey, was released in 1972. Its limited graphical capacities led Magnavox to ship it with a number of plastic overlays for the user's television that would admit a little variety into the then relatively crude gaming experience, limited to a built-in, Pong-like game. Computer and video games have come a long way since then, but it often seems as if critical approaches to gaming have continued shuffling through these plastic films, taking transformations of the screen, or on-screen events, for the whole of the gaming experience. It seems to m
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Henry, Foulds, Huisman Magda, and R. Drevin Gunther. "Digital Privacy Legislation Awareness." October 3, 2013. https://doi.org/10.5281/zenodo.1088724.

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Privacy is regarded as a fundamental human right and it is clear that the study of digital privacy is an important field. Digital privacy is influenced by new and constantly evolving technologies and this continuous change makes it hard to create legislation to protect people's privacy from being exploited by misuse of these technologies. This study aims to benefit digital privacy legislation efforts by evaluating the awareness and perceived importance of digital privacy legislation among computer science students. The chosen fixed variables for the population are study year and gamer classifi
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ERGİN, Büşra, and Esra ERGİN. "Examining the Studies on “Digital Gaming”: A Bibliometric Analysis." TRT Akademi, September 21, 2022. http://dx.doi.org/10.37679/trta.1142969.

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The main purpose of this research is to examine the studies on "digital game" in the literature by bibliometric method. Depending on the technological developments experienced, the importance of the concept of digitalization, which we encounter in all areas of our lives, is increasing. As a reflection of this situation, the definition of the concept of game has changed to include digital technologies. When the literature is examined, it has been determined that there is an increase in digital game-based studies. In this study, researches related to digital games were examined in terms of conte
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Токтарова, В. И., and Д. А. Семенова. "Digital educational storytelling: opportunities and prospects." Казанский педагогический журнал, no. 1(158) (March 1, 2023). http://dx.doi.org/10.51379/kpj.2023.158.1.063.

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Сегодня цифровой сторителлинг претендует на роль современной образовательной практики, включающей в себя интеграцию форматов и технологий обучения нового поколения учащихся, выросших в цифровой среде. В статье рассмотрены вопросы, раскрывающие возможности и перспективы внедрения цифрового сторителлинга в современный образовательный процесс вуза. Раскрыты определения сторителлинга, цифрового сторителлинга, образовательного сторителлинга, раскрыты их характерные особенности. Дано описание типологии цифрового образовательного сторителлинга (визуальный сторителлинг, аудиосторителлинг, трансмедийны
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LAMDAGHRI, Nihal, BELAID Youssef NAIT, and KORFLESCH Harald VON. "Révolution éducative pour une jeunesse marocaine citoyenne engagée." International Journal of Accounting, Finance, Auditing, Management and Economics, December 1, 2024. https://doi.org/10.5281/zenodo.14253409.

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<strong>R&eacute;sum&eacute; : </strong>&nbsp; Le Maroc conna&icirc;t actuellement une perp&eacute;tuelle mutation qui est caract&eacute;ris&eacute;e par l'&eacute;mergence du num&eacute;rique et de l'intelligence artificielle (IA). Dans ce nouveau contexte, les approches classiques d'&eacute;ducation &agrave; la citoyennet&eacute; ne sont plus ad&eacute;quates pour former une jeunesse engag&eacute;e, responsable et pr&ecirc;te &agrave; faire face aux d&eacute;fis du mill&eacute;naire. Il est donc crucial pour le pays de r&eacute;&eacute;valuer ses approches p&eacute;dagogiques afin de r&eacut
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Holloway, Donell, Lelia Green, and Robyn Quin. "What Porn?" M/C Journal 7, no. 4 (2004). http://dx.doi.org/10.5204/mcj.2381.

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The negative implications of children’s use of the Internet, particularly their loss of innocence through access to pornography, is a topic frequently addressed in public discussions and debate. These debates often take on a technologically determinist point of view and assume that technology directly influences children, usually in a harmful fashion. But what is really happening in the Australian family home? Are parents fearful of these risks, and if so what are they doing about it? A recent exploration of the everyday Internet lives of Australian families indicates that families manage thes
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Williams, Kathleen. "Never Coming to a Theatre near You: Recut Film Trailers." M/C Journal 12, no. 2 (2009). http://dx.doi.org/10.5204/mcj.139.

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IntroductionRecut trailers typically mix footage from one or more films to create a preview for a feature that will never exist. Challenging the trailer’s assumed function as existing merely to gain an audience for a main attraction, the recut trailer suggests that the trailer can exist separately from a film. This paper will ask if recut trailers are evidence of fan enthusiasm and question precisely where this enthusiasm is directed. Do recut trailers demonstrate there are fans for the feature film that is recut, or does this enthusiasm extend beyond an appreciation and anticipation for a fea
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Cover, Rob. "Reading the Remix: Methods for Researching and Analysing the Interactive Textuality of Remix." M/C Journal 16, no. 4 (2013). http://dx.doi.org/10.5204/mcj.686.

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IntroductionWith the proliferation of remixed (audio-visual) texts such as fan music videos, slash video, mash-ups and digital stories utilising existing and new visual and audio material on sites such as YouTube, questions are opened as to the efficacy of current forms of media textual analysis. Remixed texts have been positioned as a new and transformative form of art that, despite industry copyright concerns, do not compete with existing texts but makes use of them as ‘found material’ in order to produce an ostensibly intertextual experience (Lessig). Intertexts include pastiche, parody and
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