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1

Tullar, William L. "Organizational Change in the USSR: The Activity‐inciting Game." Leadership & Organization Development Journal 13, no. 1 (1992): 17–20. http://dx.doi.org/10.1108/eum0000000001171.

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2

Tăucean, Ilie, Matei Tămășilă, Larisa Ivascu, Șerban Miclea, and Mircea Negruț. "Integrating Sustainability and Lean: SLIM Method and Enterprise Game Proposed." Sustainability 11, no. 7 (2019): 2103. http://dx.doi.org/10.3390/su11072103.

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Sustainability and leanness are organizational approach concepts for more efficient activities and increased competitiveness. This paper presents a study and an application of the concepts of sustainability and lean, with the purpose to capitalize on the benefits of the two concepts’ tools when used together in an industry and education activity. A literature review was carried out to evaluate qualitatively and empirically the concepts of sustainability, lean, and enterprise games, and the possibility to integrate the first two concepts into a new tool applied into an enterprise game. An onlin
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3

Bohdanovskiy, Ihor. "CONCEPTUAL MODEL OF TRAINING BACHELORS OF PHYSICAL CULTURE AND SPORTS FOR COACHING ACTIVITIES IN GAME SPORTS WITH PRESCHOOL CHILDREN." Scientific Journal of Polonia University 59, no. 4 (2023): 9–15. http://dx.doi.org/10.23856/5901.

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The article analyzes the current state of research on the problem of training bachelors of physical culture and sports for coaching activities in game sports with children of preschool age, which confirmed the relevance and expediency of the chosen problem, its insufficient theoretical development in pedagogical theory and practice. The following structural components of the training bachelors of physical culture and sports for coaching activity in game sports with preschool children are defined and characterized: motivational-value, informational-communicative, organizational-facilitating, re
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4

Rui, Olesia. "FORMATION OF COGNITIVE INTERESTS IN CHILDREN OF OLDERPRESCHOOL AGE IN THE CONDITIONS OF GAME ACTIVITIES." Scientific Journals of the International Academy of Applied Sciences in Lomza 93, no. 1 (2024): 186–96. https://doi.org/10.58246/k9e7zt13.

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The article is devoted to the development of cognitive interests in the conditions of game activity. The educational and organizational conditions that ensure the formation of cognitive interest in older preschoolers have been revealed. Factors of influence of educational and game activities on preschoolers are singled out. The peculiarities of the organization of action in older preschoolers, aimed at the development of cognitive interest in the conditions of game activity, are characterized. Pedagogical conditions for the development of cognitive interest in older preschoolers are singled ou
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5

Jeitschko, Thomas D., and Curtis R. Taylor. "Local Discouragement and Global Collapse: A Theory of Coordination Avalanches." American Economic Review 91, no. 1 (2001): 208–24. http://dx.doi.org/10.1257/aer.91.1.208.

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We study a dynamic game in which all players initially possess the same information and coordinate on a high level of activity. Eventually, players with a long string of bad experiences become inactive. This prospect can cause a coordination avalanche in which all activity in the population stops. Coordination avalanches are part of Pareto-efficient equilibria; they can occur at any point in the game; their occurrence does not depend on the true state of nature; and allowing players to exchange information may merely hasten their onset. We present applications to search markets, organizational
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6

Bobrenko, S. M., and O. V. Andrieieva. "Organizational and methodological ensuring the health and recreation movement activity of e-sportsmen." Scientific Journal of National Pedagogical Dragomanov University Series 15 Scientific and pedagogical problems of physical culture (physical culture and sports), no. 12(185) (December 25, 2024): 51–59. https://doi.org/10.31392/udu-nc.series15.2024.12(185).09.

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The article provides data on the development of a model of organizational and methodical support for health-recreational motor activity of cyber-athletes, taking into account the peculiarities of their motor activity, level of satisfaction and quality of life, game activity, health status. The purpose of the study is to develop and substantiate a model of organizational and methodological support for health- recreational motor activity of cyber-athletes with the aim of increasing indicators of their physical condition, prevention of occupational diseases, and improvement of performance. To ach
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7

Khodakovska, Alona. "STRUCTURAL AND FUNCTIONAL MODEL OF PREPARING FUTURE PRIMARY SCHOOL TEACHERS FOR THE APPLICATION OF EDUCATIONAL AND GAME TECHNOLOGIES IN THE EDUCATIONAL PROCESS." Theory and practice of social systems management, no. 3 (October 4, 2023): 17–33. http://dx.doi.org/10.20998/2078-7782.2023.3.02.

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The article is devoted to the development and scientific substantiation of the structural and functional model of preparing future primary school teachers for the application of educational and game technologies in the educational process. The model of training future primary school teachers for the application of the educational and game technologies in the educational process is structured according to the organizational and target, content and functional, criterion and diagnostic and effective blocks and is based on civilizational, personality-oriented, activity-oriented, technological, syn
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8

Zolotareva, Angelina V., and Irina E. Sarafanova. "Results of implementation of gaming technology as a pedagogical means of forming the organizational and managerial competence of a future manager." Social And Political Researches 2, no. 15 (2022): 76–92. http://dx.doi.org/10.20323/2658-428x-2022-2-15-76-92.

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The article presents the results of a study of the implementation of gaming technology as a pedagogical means of forming the organizational and managerial competence of a future manager at a university. The essence of the “means of learning” concept is revealed; the relevance of the use of pedagogical means in the process of vocational education is substantiated; the degree of development of the problem of using games in the process of training and professional development of managerial personnel at the university is shown. The competence-based and contextual approaches are presented as the me
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9

Mikhnov, A. P. "Rationale set of indicators and prioritize relevant to assess competitive activity of hockey players of high qualification of different roles." Physical education of students 19, no. 1 (2015): 31–35. http://dx.doi.org/10.15561/20755279.2015.0105.

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Purpose: organize technical and tactical actions and determine their priority importance for high-end players of different roles. Establish their priority importance for the success of competitive activity hockey with the game roles. Material : the study involved 54 experts on hockey coaches and players of high class. The significance of technical and tactical actions evaluated for players of different roles. Results : systematic account of technical and tactical actions of athletes and prioritize them to assess the significance of competitive activity. Three groups of technical and tactical a
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10

Chorna, Krystina. "The Use of Game Elements in Television Programs." Culture and Arts in the Modern World, no. 18 (June 15, 2017): 220–37. https://doi.org/10.31866/2410-1915.18.2017.155697.

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The purpose of the research is to study the process of using game elements in modern television programs; to broaden the idea of properties of gaming, its brain building and hedonistic nature. The research methodology consisted in the application of the historical-logical method. This methodological approach allows for exposing and analyzing gaming as an activity that possesses such characteristic features as entertainment, unproductivity, and fictitiousness of its nature. It is necessary to determine how the following functional skills are formed in the process of studying gaming te
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11

Lebedeva, K. S. "USE OF THE ORGANIZATIONAL AND ACTIVITY GAME “FIND PROBLEM AND SOLUTION” IN STUDENTS’ EDUCATIONAL INDEPENDENCE FORMATION." Pedagogical Review, no. 3 (2019): 20–25. http://dx.doi.org/10.23951/2307-6127-2019-3-20-25.

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12

Андрій Шуляк. "THE MODEL OF FORMATION OF FUTURE IT TEACHERS’ PREPARATION FOR THE USE OF EDUCATIONAL WEB-RESOURCES." Collection of Scientific Papers of Uman State Pedagogical University, no. 4 (September 4, 2020): 67–77. http://dx.doi.org/10.31499/2307-4906.4.2020.224100.

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The article reveals the structure of the model of forming future IT teachers’ preparation to use educational WEB-resources. Its component composition (blocks) is established. The methodological target block includes the purpose: formation of future IT teachers’ preparation to use educational WEB-resources, and the following approaches: informational, personality-centered, systemic, competence, technological, activity; also such principles: general pedagogical (accessibility, continuity, clarity, systematicity, sequence, scientific) and specific (effectiveness, dialogue, professional mobility,
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13

Barrett, Joe, Daniel B. Robinson, and William Walters. "Collaborating for (Game) Change(rs): Negotiating and Building Meaningful Action Research Partnerships." Canadian Journal of Action Research 24, no. 3 (2024): 152–69. http://dx.doi.org/10.33524/cjar.v24i3.680.

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Sport- and physical activity-related participatory action research (PAR) often involves voluntary partnerships spanning institutions, organizations, and jurisdictions. Negotiating and maintaining multi-stakeholder and multi-jurisdictional research partnerships can be likened to a delicate balancing act fraught with potential challenges and strains impacting project outcomes (e.g., waning commitment, emerging external factors, new and/or revised stakeholder/organizational requirements, fidelity to the necessary care given when working with community partners and participants). This article pres
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14

Rochat, Shékina, and Jérôme Armengol. "Career Counseling Interventions for Video Game Players." Journal of Career Development 47, no. 2 (2018): 207–19. http://dx.doi.org/10.1177/0894845318793537.

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Video games are becoming ubiquitous in Western societies. However, this virtual leisure has received little attention from researchers in career counseling, leaving career counselors relatively unprepared to work with video game players. In this article, we propose three types of interventions to capitalize on the benefits of playing video games to foster the career counseling process. The first intervention aims to identify and transfer the skills that video game players develop through their leisure activity. The second intervention highlights how video game players’ narrative may reveal voc
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15

Saratikyan, Lilit, and Zaruhi Harutyunyan. "CHARACTERISTICS OF GAME ACTIVITY ORGANIZATION AND ITS INFLUENCE ON SPEECH DEVELOPMENT OF CHILDREN WITH MODERATE MENTAL RETARDATION." Armenian Journal of Special Education 7, no. 2 (2023): 33–47. http://dx.doi.org/10.24234/se.v7i2.7.

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This research aimed to explore the organizational features of play activities of children with moderate mental retardation and its impact on their speech development. The studies were conducted among 144 children with moderate mental retardation aged 7–18-year-old living in specialized orphanages and 40 educators.
 The research methodology was based on the combination of qualitative and quantitative methods including observation, conversation, interview, and validating scientific experiments for data collection. The use of selected data collection methods helped to observe the general act
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16

Kondur, Oksana. "GAMIFICATION AS A TOOL FOR INCREASING THE EFFICIENCY OF PROFESSIONAL TRAINING IN HIGHER EDUCATION." Mountain School of Ukrainian Carpaty, no. 27 (November 1, 2022): 100–104. http://dx.doi.org/10.15330/msuc.2022.27.100-104.

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The article is devoted to issues of improving the effectiveness of the process of studying mathematics methods in higher education with the help of game technologies. An educational game is a joint activity, which is one of the important psychological and pedagogical foundations of the process of self-realization of an education seeker in educational activities. Game methods are interactive learning methods. They are practice-oriented, aimed at activating students, contribute to their professional development and, accordingly, increase the quality of educational activities and the effectivenes
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17

Lebedeva, K. S. "ORGANIZATIONAL AND ACTIVITY GAME “PROTECT THE IDEA!” AS A FORM OF DEVELOPMENT OF EDUCATIONAL INDEPENDENCE OF UNIVERSITY STUDENTS." Review of Omsk State Pedagogical University. Humanitarian research, no. 35 (2022): 158–62. http://dx.doi.org/10.36809/2309-9380-2022-35-158-162.

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18

Marcelino, Arthur Brito, Carlos Alberto Menezes, Katienne Brito Marcelino, Maria Aparecida Lima Brito, Genivaldo Galindo Neto, and Felipe Pessoa Melo. "The voice that educate rescue identities: playful interventions with a board game in the teacher's vocal health care." Brazilian Journal of Development 8, no. 11 (2022): 74559–74. http://dx.doi.org/10.34117/bjdv8n11-256.

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A teacher is susceptible to vocal disorders. Aims: To develop an activity based on an informative playful approach to teachers’ vocal health. Method: Literature review study and development of a health communication strategy from a playful approach. Results: A board game was developed, namely Teachers’ vocal health quest, containing information about vocal health. Discussion: There are many factors that compromise the health of a teacher's vocals, ranging from unhealthy habits to work organizational factors. Conclusion: The ludic can be used as a tool to take care of teachers’ vocal health.
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19

Zhezhko-Braun, Irina. ""Progressors": Methodological Movement before and after Perestroika." Ideas and Ideals 15, no. 1-1 (2023): 197–231. http://dx.doi.org/10.17212/2075-0862-2023-15.1.1-197-231.

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The widespread use of game methods for solving problems and developing thinking in the 1980s - 1990s, in other words, the game movement, was one of the forms of participation of the intelligentsia in the transformation of Soviet society. It began with organizational-activity games (OAG), created in the Moscow Methodological Circle under the leadership of the philosopher G.P. Shchedrovitsky. The article analyses the gaming movement, its influence, efficiency and social responsibility. Methodologists practiced several forms of social engineering activity: OAG organizer - game technician - politi
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20

Novikov, Dmitry. "Models of Strategic Decision-Making under Informational Control." Mathematics 9, no. 16 (2021): 1889. http://dx.doi.org/10.3390/math9161889.

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A general complex model is considered for collective dynamical strategic decision-making with explicitly interconnected factors reflecting both psychic (internal state) and behavioral (external-action, result of activity) components of agents’ activity under the given environmental and control factors. This model unifies and generalizes approaches of game theory, social psychology, theories of multi-agent systems, and control in organizational systems by simultaneous consideration of both internal and external parameters of the agents. Two special models (of informational control and informati
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21

Azir, Ince Dian Aprilyani. "Pelatihan Kosakata Bahasa Inggris Berbasis Game Interaktif untuk Pegawai di PT Lazuardy Global Service." Sasambo: Jurnal Abdimas (Journal of Community Service) 3, no. 3 (2021): 167–74. http://dx.doi.org/10.36312/sasambo.v3i3.540.

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Pelatihan Bahasa Inggris Berbasis Interaktif ini merupakan kegiatan pengabdian masyarakat dengan tujuan untuk meningkatkan kemampuan dan keterampilan kosakata berbahasa Inggris para peserta. Peserta dalam kegiatan pelatihan ini merupakan pegawai di PT Lazuardy Global Service yang sebelumnya diobservasi dan diwawancarai untuk pemetaan kebutuhan Bahasa Inggris berdasarkan level kemampuan. Pelatihan ini dilaksanakan dengan tatap muka dengan menggunakan metode observasi, wawancara, ceramah, workshop, dan simulasi. Hasil kegiatan pengabdian masyarakat ini menunjukkan bahwa pelatihan ini mampu menin
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22

Sembrat, S. V., V. V. Trotsenko, V. V. Pogrebnyi, and Yu O. Kryvenko. "Organizational and methodical features of the application of the game method in the educational process of teenagers in institutions of general secondary education." Scientific Journal of National Pedagogical Dragomanov University Series 15 Scientific and pedagogical problems of physical culture (physical culture and sports), no. 10(183) (October 18, 2024): 228–31. http://dx.doi.org/10.31392/udu-nc.series15.2024.10(183).41.

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The article highlights the organizational and methodological features of using the game method in the educational process of teenagers in institutions of general secondary education. This methodological approach allows solving the process of assimilation of educational material against the background of timely prevention or removal of mental fatigue. The use of the game method strengthens the effect of the integration of educational and cognitive activities. Today, in the socio-economic and political life of Ukraine, it is becoming necessary to radically revise the sphere of education and upbr
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23

Kochkarova, Shakhnoza Satvaldievna. "Approaches to the Use of the Game in the Development of Mathematical Representations." INTERNATIONAL JOURNAL OF MULTIDISCIPLINARY RESEARCH AND ANALYSIS 05, no. 07 (2022): 1901–7. https://doi.org/10.5281/zenodo.6947428.

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Modern requirements for preschool education determine the need to use new organizational forms in which elements of cognitive, search, game and educational interaction would be integrated. The purpose of this Law is to regulate relations in the field of preschool education and upbringing. The following basic concepts are applied in this Law: state preschool educational organization — an organization funded and managed by the state and providing preschool educational and educational services in accordance with the state standard of preschool education and upbringing. It is necessary to in
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24

Bevzenko, Lyubov. "Agents of social change in the institutional field of medicine." Sociology: Theory, Methods, Marketing, no. 4 (December 2023): 55–88. http://dx.doi.org/10.15407/sociology2023.04.055.

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The pragmatic goal of this article is to study agent activity aimed at changes in the medical institutional field, under conditions of high social instability. The implementation of the empirical part of аrticle required an adequate methodological and conceptual approach, on the basis of which it could be designed and implemented. As a general methodological platform, the author chose the paradigm of complexity, which builds its methodological proposals on the assumption that large complex nonlinear systems change according to laws that are fundamentally different from those by which simple li
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Lebedeva, K. S. "THE ORGANIZATIONAL AND ACTIVITY GAME “I AM A JOURNALIST” IN PRACTICE OF FORMATION OF EDUCATIONAL INDEPENDENCE OF FUTURE TEACHERS." Pedagogical Review, no. 3 (2017): 9–15. http://dx.doi.org/10.23951/2307-6127-2017-3-9-15.

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Andriani, Ria, and Burhanuddin Basri. "Sosialisasi Dampak Kecanduan Bermain Game Online Terhadap Motivasi Belajar Pada Siswa di SDN Subangjaya 2 Kota Sukabumi." Sasambo: Jurnal Abdimas (Journal of Community Service) 4, no. 2 (2022): 291–302. http://dx.doi.org/10.36312/sasambo.v4i2.678.

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Tujuan sosialisasi pada siswa ini merupakan untuk memberikan pemahaman kepada siswa agar bisa membatasi diri dalam bermain game online di karnakan akan menggagu proses belajar dan pasti akan menurunkan prestasi belajar pada siswa. Hingga aktivitas ini dilaksanakan di SDN Subangjaya 2 Kota Sukabumi dengan jumlah partisipan 35 orang. Kegiatan Pkm yang di lakukan dengan ceramah serta dialog dengan memberiakan modul tentang dampak kecanduan bermain game online terhadap motivasi belajar pada siswa. Hasil capaian kegiatan ini antara laingar siswa dapat mengetahui akan dampak kecanduan bermain game o
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27

Kolesov, Vladimir Ivanovich, and Elena Petrovna Arkhipovskaya. "BUILDING AN ORGANIZATIONAL MODEL IN A BUSINESS GAME FOR THE STUDY OF BUSINESS TRAINING IN THE DIGITAL SPACE." Scientific Review: Theory and Practice 14, no. 4 (2024): 795–801. http://dx.doi.org/10.35679/2226-0226-2024-14-4-795-801.

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In modern business in the investment market, the system of training digitalization is considered in the process of socially responsible investment, which has not infrequently become used in digital online. The paper actualizes the very relevance of the communicative game model in educational technologies, and offers an example of a business game model of business training in a digital environment. A method is presented in a digital game for balancing in the process of acquiring knowledge by students. To achieve the goals of a group discussion, the moderator needs to calculate the communicative
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Plaksina, Natalia I. "Corporate culture of a university lecturer: development experience." Psychological-Pedagogical Journal GAUDEAMUS 22, no. 3 (2023): 100–106. http://dx.doi.org/10.20310/1810-231x-2023-22-3-100-106.

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We present the author's definition of the concept “corporate culture of a university lecturer”. Its structural components are: value, cognitive, operational, regulatory and corresponding indicators for assessing their development: adherence to corporate values, striving for self-realization, knowledge of corporate norms and rules of behavior, ethics of relations in a team, ability to work in a team, style of interpersonal interaction, readiness for self-regulation, social and professional responsibility. The normative, normative-personal and personal-productive levels of development of the cor
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Busel, Sergey Vladimirovich, and Ksenia Leonidovna Polupan. "The nature and features of the implementation of gamification as a systematic and specific game practice into the educational sphere." Samara Journal of Science 11, no. 4 (2022): 239–46. http://dx.doi.org/10.55355/snv2022114302.

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Based on the conducted content analysis of the definition of gamification in educational and non-educational contexts the author defines gamification. The main components of gamification are highlighted and described; they are game mechanics; game dynamics; game aesthetics, social interaction, and game elements. The principles of the implementation of gamification into the educational, organizational and management processes of an educational institution are articulated: the principle of instant feedback; the principle of convergence with interactive technologies; the principle of the fun comp
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García-Ceberino, Juan M., Sebastián Feu, Antonio Antúnez, and Sergio J. Ibáñez. "Organization of Students and Total Task Time: External and Internal Load Recorded during Motor Activity." Applied Sciences 11, no. 22 (2021): 10940. http://dx.doi.org/10.3390/app112210940.

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The organization of the students and the time taken to execute the learning tasks determine the physical (external load) and physiological (internal load) demands the students support during physical education classes. The aim of this study was to determine which organizational and pedagogical elements used to design different learning tasks for soccer provoke greater external (Player Load (PL)) and internal (Heart Rate (HR)) load and thus help the students to fulfil the adequate physical activity recommendations (moderate to vigorous physical activity for ≥50% of class time). The organization
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Quinn, Ronald W. "Unlocking the game within the child: a youth sport pedagogy model from the U.S." AUC KINANTHROPOLOGICA 58, no. 2 (2022): 73–82. http://dx.doi.org/10.14712/23366052.2022.5.

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The positive and appropriate development of children through youth sport is of the utmost importance. The quality of this experience can also have a direct effect on their life-long engagement in physical activity and sport (Newman et al., 2018). The Game in the Child Model was designed on the premise that you must first learn how to teach the child before you can teach them to play the sport and is most beneficial for children 12 years of age and younger. This foundational premise guides all other components of the model from a philosophical as well as a developmental level. These guiding fac
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Podosynnikova, Hanna, and Tamara Glazunova. "Developing lexical competence of the 3-4 grade students using game-based learning platform «Kahoot!»." Scientific and methodological journal "Foreign Languages", no. 3 (October 3, 2024): 31–41. http://dx.doi.org/10.32589/1817-8510.2024.3.312472.

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The article examines the use of the game-based learning platform “Kahoot!” as a modern and effective tool for developing the English lexical competence of 3-4 grades students in general secondary education institutions. It explores the potential of the game platform “Kahoot!” for educational purposes in junior school, and highlights the relevance of research into gamification tools, particularly, the gaming platform “Kahoot!” as a motivating tool for effective vocabulary learning in English lessons. Grounded in the conceptual foundations of the New Ukrainian School, the competence model of edu
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Galushkin, A. A., D. G. Korovyakovsky, M. N. Zaostrovtseva, N. B. Skripnikova, and L. A. Solomina. "“Outdoor” Technology as Innovative Experience in Training Specialists in Social Work." Psychology and Law 9, no. 3 (2019): 45–56. http://dx.doi.org/10.17759/psylaw.2019090304.

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The game is a key element of a child’s life, and outdoor activity enables development of creativity, imagination, social network and behavior. Daily outdoor activity increases children's concentration level and enhance cognitive abilities. The “outdoor” technology itself is not new, but for its successful implementation and application as a tool of socialization certain skills and abilities are required from a social worker. The purpose of the article is to reveal the key aspects of the “outdoor” technology and assess the possibility of its use in the current education conditions. The article
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Khoruzhenko, Tetiana. "Project and Technological Activity of Future Handicraft Teachers at Professional Training Classes of the Culinary Cycle." Bulletin of Luhansk Taras Shevchenko National University 2, no. 2 (340) (2021): 305–15. http://dx.doi.org/10.12958/2227-2844-2021-2(340)-2-305-315.

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The articles reveals the essence of project and technological activity of future handicraft teachers at professional training classes of the culinary cycle, in particular, the requirements for students’ project training are outlined (the problem, the significance of project activity, the variety of independent work types, the allocation of structural parts of the project, the introduction of research teaching methods); types of creative projects are shown (informative, creative, practice-oriented, game, research, mixed; personal, paired, group; short-term, medium-term, long-term); approximate
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Shapovalova, Olha, Svitlana Parfilova, and Nataliіa Pavlushchenko. "THEORETICAL ASPECTS OF BUILDING INDEPENDENCE IN CHILDREN OF SENIOR PRESCHOOL AGE IN GAME ACTIVITIES." Psychological and Pedagogical Problems of Modern School, no. 2(8) (October 27, 2022): 6–12. http://dx.doi.org/10.31499/2706-6258.2(8).2022.268043.

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The article substantiates the current problems of raising independent children of senior preschool age in game activities. It has been established that upbringing of preschoolers consists in self-control of their activities, shortcomings and defects. Behind this short definition stands a huge number of abilities and skills: organizational, general-speech, cognitive, control-evaluative, that a child should acquire. It has been proved that in order to work independently, a child of senior preschool age must be able to organize his work, carry it out rationally, check the quality of the work done
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Mishyn, Sergii, Oleksander Buryanovatiy, and Natalia Sobko. "Pedagogical skill of communication of a coach as a team sports manager in playing sports." Scientific Journal of National Pedagogical Dragomanov University Series 15 Scientific and pedagogical problems of physical culture (physical culture and sports), no. 3K(188) (March 21, 2025): 220–23. https://doi.org/10.31392/udu-nc.series15.2025.03k(188).49.

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The article examines the pedagogical skills of a coach as a sports manager in communicating with team players. An analysis of specialized literature on the selected problem was carried out. The relevance of this topic is substantiated. The role of the coach as a sports team manager during the educational and training process has been established. The purpose of the study is to define and justify the functional criteria of the pedagogical mastery of the coach as a sports manager of the team in the training of athletes in game sports. Methodology. The methods used are: theoretical analysis of li
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O'Brien, Danny, and Trevor Slack. "An Analysis of Change in an Organizational Field: The Professionalization of English Rugby Union." Journal of Sport Management 17, no. 4 (2003): 417–48. http://dx.doi.org/10.1123/jsm.17.4.417.

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Since 1995, the organizational field that constitutes English rugby union has undergone considerable transformation. Utilizing ideas about changes in actors, changes in exchange processes and interorganizational linkages, changes in the legitimized forms of capital in the field, and changes in regulatory structures, this paper explores the nature of this transformation in English rugby union. Data from 43 interviews with key individuals in the English game form the main data source for the study. The results show that changes in the communities of actors composing the field hastened change in
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38

Lutsenko, Vitalii, T. V. Polishchuk, and V. A. Burlaka. "Developing moral and volitional resilience in older adolescents through sports and play-based activities." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 5K(191) (May 9, 2025): 119–22. https://doi.org/10.31392/udu-nc.series15.2025.05k(191).25.

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The article highlights the importance of fostering moral and volitional resilience in older adolescents in the context of contemporary sociocultural transformations. It is emphasized that moral and volitional resilience is an integral personal quality that combines self-control, decisiveness, emotional stability, and the ability to make moral choices — all of which are particularly significant during late adolescence. The potential of sports and game-based activities as an effective means of cultivating moral and volitional resilience is substantiated. The study identifies that educational inf
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Bitrián, Paula, Isabel Buil, and Sara Catalán. "Gamification in sport apps: the determinants of users' motivation." European Journal of Management and Business Economics 29, no. 3 (2020): 365–81. http://dx.doi.org/10.1108/ejmbe-09-2019-0163.

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PurposeGamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation.Design/method
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40

Skomorovska, Iryna, and Bohdana Ivaniychuk. "INFLUENCE OF GAME ACTIVITIES ON THE FORMATION OF INTERPERSONAL RELATIONSHIPS OF PRESCHOOL CHILDREN." Mountain School of Ukrainian Carpaty, no. 28 (April 25, 2023): 118–21. http://dx.doi.org/10.15330/msuc.2023.28.118-121.

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The article reveals the problem of the formation of interpersonal interaction of preschoolers during game activities. Several definitions of the term «interpersonal interaction» are presented, in particular, it is indicated that these are subjective connections and relationships between people that arise under the conditions of living together or performing joint activities. It is noted that communication between preschoolers and adults differs from communication between peers of preschool age. Communication between an adult and a child has signs of cognitive, educational, educational influenc
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Dobrynin, Alexey Sergeyevich, Alexander Sergeyevich Koynov, and Marina Vladimirovna Purgina. "Agent model for multi-agent organizational system: economic aspect." Vestnik of Astrakhan State Technical University. Series: Economics 2019, no. 4 (2019): 14–20. http://dx.doi.org/10.24143/2073-5537-2019-4-14-20.

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Modeling the behavior of social and economic systems plays an important role in various fields of knowledge. An important task is the prediction of the behavior of such systems and their states in the future, for the adoption of proactive and corrective management decisions. Despite the constant development of game theory and other disciplines of a socio-economic (cybernetic) profile, the issue of a generalized formalized description of such systems consisting of active elements remains relevant. Significant difficulties arise with the formal description of any systems that contain active elem
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Zakharova, Valeriia, and Yaroslava Kulbashna. "The model of future dentists’ foreign language competence formation." Pedagogical Process: Theory and Practice, no. 4 (2018): 50–56. http://dx.doi.org/10.28925/2078-1687.2018.4.5056.

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The author’s model of future dentists’ foreign language competence formation is developed and substantiated in the article. The analyses of scientific sources and own pedagogical experience allows to distinguish the main components of the model. In particular, they are defined as target, organizational and content, activity, evaluative-reflexive, resulting ones. The target component states the purpose and essential tasks of future dentists’ foreign language competence formation that are necessary to perform in order to achieve the result. The next component is considered as the organizational
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43

Andhikasari, Rosiana. "PENGARUH KUALITAS PELAYANAN PADA KEPUASAN PELANGGAN MABAR & GAME COFFEE." J-IKA 8, no. 2 (2021): 152–60. http://dx.doi.org/10.31294/kom.v8i2.11438.

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ABSTRAKBisnis kuliner berupa café yang menjamur saat ini membuat para pemilik usaha berfikir keras untuk membuat café miliknya berbeda dengan yang lain sehingga dapat menarik minat pelanggan untuk datang, salah satunya pada Mabar & Game Coffee. Peneliti ingin melihat apakah ada pengaruh antara kualitas pelayanan pada kepuasan pelanggan di Mabar & Game Coffee. Penelitian ini memakai metode penelitian kuantitatif deskriptif dengan variabel X terdiri dari, variabel X1 adalah identitas fisik, variabel X3 adalah manajemen organisasi, variabel X2 adalah identitas non fisik, variabel X5 adala
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44

Serhiy, Hrytsiuk, and Kozibrotskyi Serhiy. "PEDAGOGICAL CONDITIONS FOR THE IMPLEMENTATION OF THE QUESTS DIDACTIC POTENTIAL ON THE DEVELOPMENT OF JUNIOR PUPILS MOTOR SKILLS." ISSN 2353-8406 Knowledge, Education, Law, Management 2018 № 3 (23) (November 12, 2018): 25–34. https://doi.org/10.5281/zenodo.1484604.

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Abstract. The article covers the theoretical aspects of the problem of extracurricular game activity as an effective mean of development of motor skills and attainments of junior pupils. Also this article substantiates practical experience during the testing of quest technologies in the conditions of secondary schools. The main pedagogical conditions that provide the effectiveness of extracurricular quest classes for the purpose of development of motor skills and attainments of junior school children, where the motivational-cognitive and organizational-methodical conditions take a special plac
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45

Solovey, O. M., O. O. Mitova, D. O. Solovey, V. V. Boguslavskyi, and O. M. Ivchenko. "Analysis and generalization of competitive activity results of handball clubs in the game development aspect." Pedagogy of Physical Culture and Sports 24, no. 1 (2020): 36–43. http://dx.doi.org/10.15561/18189172.2020.0106.

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Purpose: an analysis of the competitive activity of men's club handball teams in the final tournament of the European Champions and Champions League Cup gives you the opportunity to determine the rating of the teams on the continent and the development tendencies of the game. Material: the best men's handball clubs from 52 national federations in Europe which competed in the qualifying tournament and the group stages of the draw and were the winners and prize winners of the European Champions and Champions League Cup of 1956/1957-2017/2018. A systematic review of the available qualitative lite
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46

Solovey, O. M., O. O. Mitova, D. O. Solovey, V. V. Boguslavskyi, and O. M. Ivchenko. "Analysis and generalization of competitive activity results of handball clubs in the game development aspect." Pedagogy of Physical Culture and Sports 24, no. 1 (2020): 36–43. http://dx.doi.org/10.15561/26649837.2020.0106.

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Purpose: an analysis of the competitive activity of men's club handball teams in the final tournament of the European Champions and Champions League Cup gives you the opportunity to determine the rating of the teams on the continent and the development tendencies of the game. Material: the best men's handball clubs from 52 national federations in Europe which competed in the qualifying tournament and the group stages of the draw and were the winners and prize winners of the European Champions and Champions League Cup of 1956/1957-2017/2018. A systematic review of the available qualitative lite
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47

Hwang, Yong Won, and Hong Chan Son. "The Effect of Team Project Activity for Game Making on the Community Care and Organizational Managerial Capacity of Elementary Mathematically Gifted Students." Education of Primary School Mathematics 18, no. 3 (2015): 175–90. http://dx.doi.org/10.7468/jksmec.2015.18.3.175.

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48

Gulua, Ekaterine. "Organizational Culture Management Challenges." European Journal of Interdisciplinary Studies 4, no. 1 (2018): 67. http://dx.doi.org/10.26417/ejis.v4i1.p67-79.

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Healthy organizational culture is an important condition for the long-term stable successful functioning of the organization. It is important for the organization to share the understanding and interpretation of culture, forming healthy attitudes, complex of values, developing strategies for combining personality and organizational cultures, ensuring compatibility with universal humanitarian values of organizational culture. Our research carried out by the Human Potential Management Laboratory is linked to the identification of the main characteristics of organizational culture at Ivane Javakh
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Gulua, Ekaterine, and Natalia Kharadze. "Organizational Culture Management Challenges." European Journal of Interdisciplinary Studies 9, no. 2 (2023): 88–106. http://dx.doi.org/10.2478/ejis-2023-0018.

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Abstract Healthy organizational culture is an important condition for the long-term stable successful functioning of the organization. It is important for the organization to share the understanding and interpretation of culture, forming healthy attitudes, complex of values, developing strategies for combining personality and organizational cultures, ensuring compatibility with universal humanitarian values of organizational culture. Our research carried out by the Human Potential Management Laboratory is linked to the identification of the main characteristics of organizational culture at Iva
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Цзансюи, Хао. "ИГРОВАЯ ДЕЯТЕЛЬНОСТЬ В СФЕРЕ МУЗЫКАЛЬНО-ЭСТЕТИЧЕСКОГО ВОСПИТАНИЯ ДОШКОЛЬНИКОВ КАК ПЕДАГОГИЧЕСКИЙ ПРОЦЕСС". Человеческий капитал, № 4(160) (27 квітня 2022): 164–70. http://dx.doi.org/10.25629/hc.2020.04.13.

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Предложенная статья посвящена проблематике использования игровых технологий в методике и практике музыкально-эстетического воспитания дошкольников. Несмотря на то, что игровая деятельность в этой сфере педагогической деятельности практикуется достаточно широко, реальный педагогический потенциал игрового опыта дошкольника музыкальными педагогами изучен недостаточно. Распространен стереотип отношение к игре дошкольников как к преимущественно определенному виду деятельности, организуемому педагогами в воспитательных или обучающих целях. Между тем, игра для детей дошкольного возраста является форм
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