Activation of Students’ Learning Activities Using Didactic Games
DOI:
https://doi.org/10.5281/zenodo.19631735Ключевые слова:
didactic game, learning activity, activation, motivation, cognitive activity, teaching methods, modern pedagogy, interactive learningАннотация
This article examines the role and significance of didactic games in activating students’ learning activity from
a scientific and pedagogical perspective. The study analyzes the psychological and pedagogical foundations of didactic
games, their distinctive features compared to traditional teaching methods, and the possibilities of their application in
the modern educational process. Special attention is given to the motivational, cognitive, and communicative aspects
of game-based activity, and effective forms and methods of incorporating didactic games into the learning process are
proposed.
Библиографические ссылки
1. Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic
literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers
& Education, 94, 178–192.
2. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2),
77–101.
3. Bruner, J. S. (1966). Toward a theory of instruction. Harvard University Press.
4. Craik, F. I. M., & Lockhart, R. S. (1972). Levels of processing: A framework for memory research. Journal of Verbal
Learning and Verbal Behavior, 11(6), 671–684.
5. Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches
(5th ed.). SAGE Publications.
6. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
7. Deci, E. L., & Ryan, R. M. (2000). The ‘what’ and ‘why’ of goal pursuits: Human needs and the self-determination of
behavior. Psychological Inquiry, 11(4), 227–268.
8. Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the
evidence. Review of Educational Research, 74(1), 59–109.
9. Huizinga, J. (1955). Homo ludens: A study of the play element in culture. Beacon Press.
10. Nolan, J., & McBride, M. (2014). Beyond gamification: Reconceptualizing game-based learning in early childhood
environments. Information, Communication & Society, 17(5), 594–608.
Загрузки
Опубликован
Выпуск
Раздел
Лицензия
Copyright (c) 2026 MAKTABGACHA VA MAKTAB TA’LIMI JURNALI

Это произведение доступно по лицензии Creative Commons «Attribution» («Атрибуция») 4.0 Всемирная.