The article deals with the description and analysis of the teaching experience of enhanc-ing students’ cognitive activity through intellectual games-competitions (games in pairs, teamwork) in the framework of Humanities “Russian language and speech culture” and “Rhetoric” at technical University. Special attention is paid to the description of the technology of games, pedagogical nuances that must be considered by a teacher to achieve maximum results of educational and gaming activities. On the basis of the described experience, conclusions are drawn about the rich possibilities of using games-competitions in the educational process of higher school. Properly organized game allows to create a favorable for learning emotional background and ...
The article is devoted to game modeling in the activity of university language teachers. Games serve...
© Plakhova et al. Purpose of the study: The realities of the modern world order explain the increasi...
The paper deals with methodological and educational potential of the gaming technologies in the proc...
The urgency of the need to study the problems caused by the introduction of gaming technology as a m...
A specific feature of the modern educational services market is a high degree of global competition....
In the conditions of the modern dynamically developing world, the current education system, along wi...
The article deals with game technologies as a means of activating the cognitive activity of students...
Educational game promotes self-learning of students and allows them creating positive associations r...
The game method of teaching involves determening the purpose aimed at mastering the content of educa...
The problem of motivating students is of significant importance in nowadays educational process. Tea...
The main types of didactic games are intellectual (mental), action and mixed games. These games help...
This article will talk about how to use didactic games in order to increase the activity of students...
The article presents Master Diploma on the problem of pupils’ activity (stimulation) at the lessons ...
This paper aims to describe the effectiveness of traditional games in improving the cognitive proces...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
The article is devoted to game modeling in the activity of university language teachers. Games serve...
© Plakhova et al. Purpose of the study: The realities of the modern world order explain the increasi...
The paper deals with methodological and educational potential of the gaming technologies in the proc...
The urgency of the need to study the problems caused by the introduction of gaming technology as a m...
A specific feature of the modern educational services market is a high degree of global competition....
In the conditions of the modern dynamically developing world, the current education system, along wi...
The article deals with game technologies as a means of activating the cognitive activity of students...
Educational game promotes self-learning of students and allows them creating positive associations r...
The game method of teaching involves determening the purpose aimed at mastering the content of educa...
The problem of motivating students is of significant importance in nowadays educational process. Tea...
The main types of didactic games are intellectual (mental), action and mixed games. These games help...
This article will talk about how to use didactic games in order to increase the activity of students...
The article presents Master Diploma on the problem of pupils’ activity (stimulation) at the lessons ...
This paper aims to describe the effectiveness of traditional games in improving the cognitive proces...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
The article is devoted to game modeling in the activity of university language teachers. Games serve...
© Plakhova et al. Purpose of the study: The realities of the modern world order explain the increasi...
The paper deals with methodological and educational potential of the gaming technologies in the proc...