Using game technology in pedagogics practice of museum and school

M. V. Korotkova
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Abstract

The article deals with the analysis of games and game technology in teaching history. The author defines the definition of the game, the principles and functions of the game activity and reveals its pedagogical nature. Game technology both in school and in a modern museum is implemented in two types of cognitive activity: educational and extracurricular (leisure). The article considers the features of the organization of game classes on history in school and museum educational practice. In the context of identifying the common game basis and the specifics of the two spaces, the author draws attention to the theoretical aspects of the problem, and also gives the most striking examples of the organization of history classes using game technologies. The article contains various approaches to the classification of games, an author’s view on the ranking of game classes, analyzes the influence of various types of games on the content of historical education, the cognitive abilities of students, a modern lesson and learning outcomes. The author also cites possible risks of the teacher when organizing game classes.
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游戏技术在博物馆和学校教学实践中的应用
本文对历史教学中的游戏和游戏技术进行了分析。对游戏的定义、游戏活动的原则和功能进行了界定,揭示了游戏活动的教学本质。无论是在学校还是在现代博物馆,游戏技术都是通过两种类型的认知活动来实现的:教育和课外(休闲)。文章对历史游戏课在学校和博物馆教育实践中的组织特点进行了探讨。在确定共同的游戏基础和两个空间的特殊性的背景下,作者关注了问题的理论方面,并给出了使用游戏技术组织历史课的最引人注目的例子。文章包含了游戏分类的各种方法,作者对游戏类排序的看法,分析了各种类型的游戏对历史教育内容、学生认知能力、现代课程和学习成果的影响。作者还列举了教师在组织游戏课时可能存在的风险。
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