USING OF GAMING TECHNOLOGIES IN PROFESSIONAL LINGVODIDACTIC EDUCATION OF FUTURE EDUCATOR OF PRESCHOOL EDUCATIONAL INSTITUTIONS

Yu. Rudenko
{"title":"USING OF GAMING TECHNOLOGIES IN PROFESSIONAL LINGVODIDACTIC EDUCATION OF FUTURE EDUCATOR OF PRESCHOOL EDUCATIONAL INSTITUTIONS","authors":"Yu. Rudenko","doi":"10.28925/2312-5829.2019.3-4.130142","DOIUrl":null,"url":null,"abstract":"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 of gaming technology in the educational process of higher education are substantiated, gaming technology features discussed in professional lingvodidactic education of future teachers. The essence of scientific concepts \"gaming technologies\", \"language game technologies\", \"language game\" is determined. The expediency of using gaming technologies in the professional linguistic and pedagogical education of future educators of pre-school institutions is described. Gaming technologies are defined in the study as a component of methodical support for the formation of professional and methodological orientation of future educators of pre-school institutions, creating a professional-oriented background, psychological comfort of the educational process; productive, developmental, creative solutions to tasks that promote the development of students' creativity; interactive forms of learning that: are dynamic, create conditions for overcoming the psychological barrier in the system of \"teacher-student\", \"student-student\", contribute to the creation of a psychological comfort, emancipation of students; increase motivation / selfmotivation of future educators for educational activities; is an effective learning management tool; provide for the reorientation of the educational process from the strictly regulated, passive-reproductive to the subject-subject activity; contribute to the formation and development of personal professional qualities of future educators (creativity, emotionality, creativity, imaginative thinking, non-standard, etc.); рrovide educational activities on a positive emotional background with the optimal combination of reproductive, productive, innovative creative activities of participants in the educational process; contribute to the formation of reflection / self-reflection skills, control / self-control, correction / self-correction of the assimilation of educational information. The prospect of further scientific research of the initiated research is seen in the development of a system of gaming technologies, trainings for speech development of future educators of pre-school education institutions.","PeriodicalId":289326,"journal":{"name":"Educological discourse","volume":"202 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educological discourse","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.28925/2312-5829.2019.3-4.130142","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

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 of gaming technology in the educational process of higher education are substantiated, gaming technology features discussed in professional lingvodidactic education of future teachers. The essence of scientific concepts "gaming technologies", "language game technologies", "language game" is determined. The expediency of using gaming technologies in the professional linguistic and pedagogical education of future educators of pre-school institutions is described. Gaming technologies are defined in the study as a component of methodical support for the formation of professional and methodological orientation of future educators of pre-school institutions, creating a professional-oriented background, psychological comfort of the educational process; productive, developmental, creative solutions to tasks that promote the development of students' creativity; interactive forms of learning that: are dynamic, create conditions for overcoming the psychological barrier in the system of "teacher-student", "student-student", contribute to the creation of a psychological comfort, emancipation of students; increase motivation / selfmotivation of future educators for educational activities; is an effective learning management tool; provide for the reorientation of the educational process from the strictly regulated, passive-reproductive to the subject-subject activity; contribute to the formation and development of personal professional qualities of future educators (creativity, emotionality, creativity, imaginative thinking, non-standard, etc.); рrovide educational activities on a positive emotional background with the optimal combination of reproductive, productive, innovative creative activities of participants in the educational process; contribute to the formation of reflection / self-reflection skills, control / self-control, correction / self-correction of the assimilation of educational information. The prospect of further scientific research of the initiated research is seen in the development of a system of gaming technologies, trainings for speech development of future educators of pre-school education institutions.
游戏技术在学前教育机构未来教育者专业语言教学教育中的应用
本文提出了游戏技术在学前教育机构未来教育者的专业语言教学教育中的应用问题,特别考虑了互动学习的本质,定义了在未来教育者的专业演讲活动中使用最新的、互动的、互动游戏的游戏技术的基本原则,给出了游戏技术的分类(商业游戏、教育游戏、游戏情境、游戏技术)。讨论、培训、语言游戏、演讲游戏等),充实了高等教育教学过程中对游戏技术运用的教学要求,探讨了未来教师专业语言教学教育中游戏技术的特点。科学概念的本质“游戏技术”、“语言游戏技术”、“语言游戏”是确定的。描述了在学前机构未来教育者的专业语言和教学教育中使用游戏技术的权宜之计。游戏技术在研究中被定义为系统支持的组成部分,为未来学前教育机构的教育工作者形成专业和方法论导向,创造一个以专业为导向的背景,心理舒适的教育过程;为促进学生创造力发展的任务提供富有成效、发展性和创造性的解决方案;这种互动式学习形式:具有动态性,为克服“师生”、“学生与学生”系统中的心理障碍创造了条件,有助于创造心理安慰,解放学生;增加未来教育工作者对教育活动的动力/自我激励;是一种有效的学习管理工具;规定教育过程的重新定位,从严格规范的被动再生产到主体-主体活动;有助于未来教育者个人专业素质的形成和发展(创造力、情感、创造力、想象力思维、非标准等);在积极的情感背景下提供教育活动,并将教育过程中参与者的生殖、生产、创新和创造性活动最佳地结合起来;有助于形成反思/自我反思技能,控制/自我控制,纠正/自我纠正对教育信息的同化。该研究的进一步科学研究前景是在开发游戏技术系统,培训学前教育机构未来教育工作者的语言发展方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信