Larysa Bondarchuk, L. Kozlovska, O. Lazarenko, V. Tovstenko, Tamara Podgurska
{"title":"Gaming in the Modern Multicultural Educational Space","authors":"Larysa Bondarchuk, L. Kozlovska, O. Lazarenko, V. Tovstenko, Tamara Podgurska","doi":"10.5220/0011364400003350","DOIUrl":null,"url":null,"abstract":": The current state and prospects of using gaming in modern education is considered. Computer games as a non-standard innovative learning technology are quite effective because they form the ability to combine theoretical knowledge with practical activities. Different types of classification of computer games that contribute to a variety of educational and professional experience are analyzed. Gaming is considered as a multicultural phenomenon that has undoubted features at the national educational levels. The authors present the experience of using gaming technologies in the educational process at the Economic University. One of the results of the study is the emphasis on the prospects of using elements of gaming in language acquisition and acquiring intercultural communication skills.","PeriodicalId":256690,"journal":{"name":"Proceedings of the 5th International Scientific Congress Society of Ambient Intelligence","volume":"57 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":"Proceedings of the 5th International Scientific Congress Society of Ambient Intelligence","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5220/0011364400003350","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 current state and prospects of using gaming in modern education is considered. Computer games as a non-standard innovative learning technology are quite effective because they form the ability to combine theoretical knowledge with practical activities. Different types of classification of computer games that contribute to a variety of educational and professional experience are analyzed. Gaming is considered as a multicultural phenomenon that has undoubted features at the national educational levels. The authors present the experience of using gaming technologies in the educational process at the Economic University. One of the results of the study is the emphasis on the prospects of using elements of gaming in language acquisition and acquiring intercultural communication skills.