Pedagogical games in the educational process as a tool for developing students’ meta-subject skills DOI Open Access

Islam Saidakhmedovich Khazhuyev,

Aslanbek Saidov

Perspectives of science and education, Journal Year: 2024, Volume and Issue: 69(3), P. 130 - 145

Published: June 30, 2024

Introduction. In the modern educational space, innovative methods and approaches are being actively introduced to improve quality accessibility of education. Particular attention is paid use gaming technologies in process develop students' meta-subject skills, which important for preparing rapidly changing conditions our time. The purpose study effectiveness using pedagogical games during extracurricular time formation skills students studying various profiles. Materials methods. A total 145 a university took part study, 66 were included focus group. All examined certain psychodiagnostic techniques aimed at identifying parameters development creative critical thinking, as well communication organizational abilities. Over course 2 months, selected group participated formative experiment, within framework 7 developed conducted, developing among experiment participants – abilities, willingness cooperate thinking. entire series was by specialists from A. Dinaev Pedagogical Workshop, operating Chechen State University. Results. Based on results empirical data obtained indicating students, such creativity some skills. indicate that, result who specially organized game-format events demonstrated significantly higher rates abilities (t=2.879; p=0.005) (t=2.058; p =0.041), indicates game students. Conclusion. an effective tool Their not only helps increase motivation interest process, but also develops competencies necessary successful adaptation challenges. can be used further introduction into process.

Language: Английский

Teaching Metacognitive Reading Strategies To Primary School Students Through Digital Games DOI Creative Commons
Rucsandra Hossu, Alina Felicia Roman

European Proceedings of Educational Sciences, Journal Year: 2023, Volume and Issue: 6, P. 677 - 685

Published: May 28, 2023

Digital platforms have expanded technology-based instruction, providing teachers with a wide range of diverse applications. This study examines the impact digital games and activities that aim to teach metacognitive reading strategies primary school students on attitudes towards reading, as well knowledge skills. Teaching resources been created in various programs such Power point or Word wall. develop both (before, during after reading) skills through visualization, self-monitoring summarization. Tested speech therapy classes number 30 difficulties, obtained high indicators effectiveness, terms attractiveness items attitude toward (measured pre- post-test The Elementary Reading Attitude Survey), Metacomprehension Strategy Index.

Language: Английский

Citations

2

Pedagogical games in the educational process as a tool for developing students’ meta-subject skills DOI Open Access

Islam Saidakhmedovich Khazhuyev,

Aslanbek Saidov

Perspectives of science and education, Journal Year: 2024, Volume and Issue: 69(3), P. 130 - 145

Published: June 30, 2024

Introduction. In the modern educational space, innovative methods and approaches are being actively introduced to improve quality accessibility of education. Particular attention is paid use gaming technologies in process develop students' meta-subject skills, which important for preparing rapidly changing conditions our time. The purpose study effectiveness using pedagogical games during extracurricular time formation skills students studying various profiles. Materials methods. A total 145 a university took part study, 66 were included focus group. All examined certain psychodiagnostic techniques aimed at identifying parameters development creative critical thinking, as well communication organizational abilities. Over course 2 months, selected group participated formative experiment, within framework 7 developed conducted, developing among experiment participants – abilities, willingness cooperate thinking. entire series was by specialists from A. Dinaev Pedagogical Workshop, operating Chechen State University. Results. Based on results empirical data obtained indicating students, such creativity some skills. indicate that, result who specially organized game-format events demonstrated significantly higher rates abilities (t=2.879; p=0.005) (t=2.058; p =0.041), indicates game students. Conclusion. an effective tool Their not only helps increase motivation interest process, but also develops competencies necessary successful adaptation challenges. can be used further introduction into process.

Language: Английский

Citations

0