PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES

A new stage in the development of vocational education necessitates the further introduction of innovative educational technologies. Gaming technologies are the most relevant. The purpose of the article is to analyze the psychological aspects of the implementation of gaming technologies in the train...

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Main Authors: Vaganova, O.I, Aleshugina, E.A
Format: Article
Language:Azerbaijani
Published: LLC (EOOD) “SCIENTIFIC CHRONOGRAPH" 2020-05-01
Series:Научен вектор на Балканите
Online Access:https://repository.kvantor.org/public/37/1558
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spelling doaj-5af14c526c3345f3812982465aae5d092020-12-28T12:17:35ZazeLLC (EOOD) “SCIENTIFIC CHRONOGRAPH"Научен вектор на Балканите2603-48402020-05-014810.34671/SCH.SVB.2020.0402.0006PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIESVaganova, O.IAleshugina, E.AA new stage in the development of vocational education necessitates the further introduction of innovative educational technologies. Gaming technologies are the most relevant. The purpose of the article is to analyze the psychological aspects of the implementation of gaming technologies in the training of students. The implementation of gaming technologies provides awareness of the subject and social context of future professional activity, enhances the experience of group interaction in the process of solving gaming intellectual problems, generalizes and systematizes knowledge. The article reveals the features of the interaction of students, their motivation, individual and socio-psychological characteristics, as the main psychological aspects of the implementation of gaming technologies. The formation of motivation is the most important element of the system of psychological impact, ensuring self-development of the personality, its professional self-improvement through the active interaction of students and teachers with the teacher in the game. Motivation ensures the participation of actors in activities. The allocation of communication skills and the formation of professional competencies of students.https://repository.kvantor.org/public/37/1558
collection DOAJ
language Azerbaijani
format Article
sources DOAJ
author Vaganova, O.I
Aleshugina, E.A
spellingShingle Vaganova, O.I
Aleshugina, E.A
PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES
Научен вектор на Балканите
author_facet Vaganova, O.I
Aleshugina, E.A
author_sort Vaganova, O.I
title PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES
title_short PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES
title_full PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES
title_fullStr PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES
title_full_unstemmed PSYCHOLOGICAL ASPECTS OF IMPLEMENTATION OF GAME TECHNOLOGIES
title_sort psychological aspects of implementation of game technologies
publisher LLC (EOOD) “SCIENTIFIC CHRONOGRAPH"
series Научен вектор на Балканите
issn 2603-4840
publishDate 2020-05-01
description A new stage in the development of vocational education necessitates the further introduction of innovative educational technologies. Gaming technologies are the most relevant. The purpose of the article is to analyze the psychological aspects of the implementation of gaming technologies in the training of students. The implementation of gaming technologies provides awareness of the subject and social context of future professional activity, enhances the experience of group interaction in the process of solving gaming intellectual problems, generalizes and systematizes knowledge. The article reveals the features of the interaction of students, their motivation, individual and socio-psychological characteristics, as the main psychological aspects of the implementation of gaming technologies. The formation of motivation is the most important element of the system of psychological impact, ensuring self-development of the personality, its professional self-improvement through the active interaction of students and teachers with the teacher in the game. Motivation ensures the participation of actors in activities. The allocation of communication skills and the formation of professional competencies of students.
url https://repository.kvantor.org/public/37/1558
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