The Influence of Didactic Play on Reducing the Level of Anxiety in the Classroom

2021 ◽  
pp. 48-52
Author(s):  
E. Volobueva

The article highlights the issues of the teacher's use of didactic games as a form of teaching organization and an effective means of preventing and reducing anxiety among younger students in the process of educational activities in the classroom. The concept of "school anxiety" is characterized. The importance of didactic games for the development of children’s ability and desire to learn, increasing their intellectual activity, enriching the experience of communicative interaction with classmates, forming a sense of camaraderie and responsibility for the team result is considered. The possibility of conducting educational games in the development of any subject content has been substantiated. Examples of didactic games for working in mathematics lessons with first-graders showing anxiety are given.

Author(s):  
Надежда Владимировна Романова

В статье автором изучен такой общественно опасный феномен как коррупция, в частности, коррупционные правонарушения сотрудников УИС, вызывающие наибольший резонанс и создающие реальную угрозу не только пенитенциарной, но и национальной безопасности государства, поскольку именно сотрудники УИС должны являться гарантом обеспечения законности, правопорядка и справедливого исполнения наказаний. Показывается, что в борьбе с данным негативным явлением одним из эффективных средств является правовое просвещение и воспитание, поскольку причиной многих коррупционных правонарушений, совершаемых в УИС, является правовая безграмотность сотрудников. На основе проведенного анкетирования были изучены содержание, формы и методы работы сотрудниками УИС по правовому просвещению в рамках профилактической деятельности в борьбе с коррупцией в УИС. Автор приходит к выводу, что достижение реальных результатов в деле формирования атмосферы нетерпимости к коррупционным проявлениям, подрывающим авторитет государственной службы в Российской Федерации, возможно только путем консолидации всех усилий, а проводимый комплекс информационно-пропагандистских и просветительских мероприятий дает положительные результаты. In the article the author studied such socially dangerous phenomenon as corruption, in particular - corruption offenses of CES employees, causing the greatest resonance and creating a real threat not only to penitentiary, but also to national security of the state, since it is the CES employees should be the guarantor of legality, law and order and fair execution of punishment. It is shown that one of the effective means to combat this negative phenomenon is legal enlightenment and education, since the cause of many corruption offenses committed in the CES is the legal illiteracy of employees. The content, forms and methods of work on legal education as part of preventive anti-corruption work with employees of prisons have been studied on the basis of the questionnaire. The author concludes that the achievement of real results in the formation of an atmosphere of intolerance to corrupt practices that undermine the authority of public service in the Russian Federation is possible only through the consolidation of all efforts, and the ongoing set of outreach and educational activities gives positive results.


2017 ◽  
Vol 13 (4) ◽  
pp. 4-14 ◽  
Author(s):  
G.A. Zuckerman ◽  
O.L. Obukhova ◽  
L.A. Ryabinina ◽  
N.A. Shibanova

What are the conditions for the intersection and mutual enrichment of two separate lines of development of conceptual thinking – those of everyday and scientific notions? We assume that such intersection would require at least two conditions. The first one is well known: it is modeling of essential properties of the subject under study. Educational models are providing hand-on actions of the young student with a theoretical content of the notion. The second condition is the motivational support for constructing educational models. This condition is not fulfilled as evidenced by the lack of students’ initiative in creating and using the educational models at the early stages of the introduction of scientific concepts. We expected the conceptual characters of educational games to complement scaffolding for bringing the initial concepts into the systematic school curricula?. On the one hand, these conceptual characters act according to the logic of the concept, on the other hand, they exist as the fairy-tale heroes. Our hypothesis is supported by the evidence from the formative experiments in grade one. When the conceptual characters became part of the lessons, learning became impregnated with feelings, imagination and initiative; in particular, the first-graders were building the learning models without any suggestions from their teacher. The assessment of these students showed that the introduction of the initial concepts with the help of conceptual characters significantly affected the very concepts thus developed; in particular, it promoted their attribution to the essential properties of the subject under study.


Author(s):  
John Carr ◽  
Peter Blanchfield

Computer games offer an extremely engaging experience and are an overwhelmingly popular pastime for today’s youth. As such, they make an attractive medium for educators seeking to utilise new media to create new engaging learning experiences and provide for those with special needs. Effective integration of game-play and education is extremely difficult to achieve. This problem has plagued the educational games industry since its inception. This chapter will examine this problem with reference to a study which attempts to utilise the motivational power of computer games to aid the education of some of the most challenging students; children who are exhibiting behavioural disorders (oppositional defiant behaviour, attention deficit). Such children can find it almost impossible to focus on traditional educational activities but will give the right computer game their full attention for extended periods. Computer games can engage these children, but can this power be utilised for more than entertainment?


2020 ◽  
Vol 65 (1) ◽  
pp. 358-362
Author(s):  
K. Meterbaeva ◽  
◽  
U. Zhanabilova ◽  

This article discusses the pedagogical features of education in preschool children sound culture of speech through play. In order to improve the sound culture of speech of preschool children, the ways of effective use of games in organized educational activities are revealed. Methodological approaches in the education of sound culture of speech are revealed and analyzed. In addition, the main prerequisites for the formation of speech are specified, their importance in the education of sound culture is determined. Various activities organized through play are an effective means of educating the sound culture of the child's speech. The authors propose forms of work on the formation of sound culture of speech, which are implemented in a kindergarten. In addition, the main prerequisites for the formation of speech are specified, their importance in the education of sound culture is determined.


2019 ◽  
pp. 130-142
Author(s):  
Yulia Rudenko

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.


The relevance of this article is determined by the need to overcome the contradictions between the existing system of professional training in higher education and the requirements of society for qualified professionals capable of self-education and self-improvement throughout their lives. The purpose of the article is a theoretical substantiation of the use of the synthesis of English teaching methods, which are implemented in practice and which are aimed at activating the cognitive activity of arts students in higher educational institutions. In the teaching of certain disciplines in higher education institutions, teaching methods are used to activate the cognitive activity of students. From the point of view of teaching humanities, methods of programmed, problem-based, and interactive (communicative) teaching are used to control the formation of students’ thinking. The use of programmed learning is based on the idea of two-part learning activities: instructive and executive. Problems in the learning process involve a special organization of the acquired knowledge content when it is provided to students, not in the complete form, but as the desired unknown being part of the problem task (questions, tasks, situations), the intellectual activity of the student in search of this content constitutes the process of its assimilation. In the course of teaching the disciplines of the humanities, in particular foreign language teaching, methods of interactive (communicative) learning are considered as the main ones. Stimulation of cognitive activity occurs in the process of discussing certain issues and problems of educational material, when the teacher, on a par with students, participates in joint productive educational activities, in contrast to the interaction of two activities – educational and training. The results of the student survey showed that the use of the synthesis of the proposed methods of teaching a foreign language is one of the leading conditions for the formation of educational and cognitive motives in students of humanities. Activation of personality motivational components during the organization of educational activities takes place through the creation of conditions that provide a subjective position of students at each stage of the lesson.


2021 ◽  
Vol 30 (3) ◽  
pp. 147-160
Author(s):  
Anna Ostrowska

The article is devoted to the issue of the effectiveness of administrative and legal instruments of animal protection granted to social organizations under the Animal Protection Act. The research purpose of the paper is to analyze the administrative and legal conditions of the interaction of social organizations with public administration and other entities in the field of animal protection and animal care, and as a result to verify the thesis that the activity of organizations has little influence on the effectiveness of the animal protection system. In order to achieve this goal, three research theses were formulated: 1) there are no rational grounds for depriving social organizations of the competence to temporarily remove an animal, which is the most effective means of protecting mistreated animals; 2) public administration bodies and their subordinate services should make wider use of the potential of social organizations in the sphere of consultative and educational activities; 3) the effectiveness of the activities of social organizations in the sphere of animal protection is adversely affected by superficial regulations concerning the cooperation of organizations with administrative bodies and public services. The article is a research paper of a national range of research. The author’s intention is to contribute to a broader discussion on the directions of socialization of the animal protection system.


Author(s):  
Вікторія Будянська ◽  
◽  
Галина Мариківська ◽  

Tendencies to the globalization of modern society, the importance of harmonious international cooperation determines the need for the education system of Ukraine related to highly educated cultural citizens capable of effective communicative interaction. The achievement of such interaction is facilitated by the use of linguistic games in classes in higher education institutions. The provided article is devoted to the problem of using linguistic games in professional Ukrainian language classes in the process of training future artists. The purpose of the article is to prove the feasibility of using linguistic games in Ukrainian language classes for professional purposes in the process of training future artists. The objectives of the study: 1) to prove the relevance of this problem; 2) to reveal the essence of the terms “speech culture”, “language competence”, “linguistic competence”; 3) to analyze the method of “linguistic game”; 4) to show examples of the use of linguistic games in the process of training future artists; 5) to conclude about the appropriateness of the use of linguistic games in the training of future artists; 6) to determine the priority areas of this study. To implement the tasks, the following theoretical research methods were used: analysis, synthesis, systematization, comparison, generalization of psychological and pedagogical, methodological sources. An effective means of forming speech culture, in particular linguistic and language competences of students, is the performance of a special set of speech exercises and tasks. We consider it necessary to use receptive, productive exercises in classes. These exercises should be offered by the teacher in a certain set, which provides an order of increasing complexity of tasks, the relationship with different types of speech activity. It is expediently enough to add another type of exercises - creative exercises that help students show creativity as the ability to be creative, the ability to make non-standard decisions and create fundamentally new ideas. A perspective area of this study is the development of a system of linguistic games that can be used in classes in the Ukrainian language of professional orientation in the training of specialists in any field, in particular in future artists training.


2021 ◽  
Vol 12 (2) ◽  
pp. 418-419
Author(s):  
Veneta Bogdanova ◽  
◽  
Tsvetomila Doncheva ◽  

Preschool is a sensitive period for laying the foundations for literacy and lifelong learning. Through innovation in education, we aim to introduce and give initial knowledge to future first-graders about the digital media era. The rapid pace of technological change creates the need for new and interesting ways of teaching by incorporating digital interactivity in educational games related to the development of key language skills. The comprehension and interpretation of the material in the educational field „Bulgarian language and literature“ by the children in the fourth age group „Smile“ is carried out through games with the help of electronic educational resources created by us, which provoke and stimulate the high results of the achievements.


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