List of publications on a keyword: «game»
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DEVELOPING AGILITY IN CHILDREN AGED 8–9 IN PHYSICAL EDUCATION CLASSES THROUGH ACTIVE GAMES WITH UNEXPECTED CHANGES
Proceeding
Education, innovation, research as a resource for community development- Author:
- Anna I. Ros'
- Work direction:
- Теория и методика физического воспитания, спортивной тренировки, оздоровительной и адаптивной физической культуры
- Abstract:
- The article examines the theoretical foundations of developing agility in children aged 8–9 through active games with unexpected changes in conditions. The relevance of the topic is substantiated from the viewpoint of physiological and psychological characteristics of younger schoolchildren. The classification of active games is presented, and methods of their complication are described. Experimental results confirming the effectiveness of the developed game complex are provided. It is concluded that such games are advisable to be included in physical education lesson
- Keywords:
- coordination abilities, physical education, agility, active games, younger school age
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Digital Identity as a Socio-Cultural Construct: In-Depth Analysis and Educational Alternatives in the Era of Digitalization
ProceedingModern educational process: psychological and pedagogical support, educational strategies- Author:
- Svetlana A. Pavlenko
- Work direction:
- Психологические аспекты современного образования
- Abstract:
- The article provides an interdisciplinary analysis of the concept of "digital identity" through the prism of philosophical anthropology, personality psychology and sociology. The process of legitimization of this term in scientific discourse and its socio-cultural consequences are investigated. The position is substantiated that the application of the principle of digital activity of "identity" leads to the risks of fragmentation of the integrity of the human "I".
- Keywords:
- education, digitalization, digital identity, identity, self-awareness, transformational games, personality psychology, congruence
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Peculiarities of the formation and prevention of internet-addictive behavior in adolescents aged 13–17 in the context of total digitalization 2024–2025
ProceedingModern educational process: psychological and pedagogical support, educational strategies- Authors:
- Sofiia S. Romanova, Ekaterina V. Ishkova
- Work direction:
- Преодоление трудных жизненных ситуаций: психолого-педагогический аспект
- Abstract:
- The article examines the dynamics of distribution and new mechanisms of formation of Internet-addictive behavior among Russian adolescents aged 13–17 in 2024–2025. Based on the generalization of 46 modern Russian and foreign studies and content analysis of 200 anonymous posts of adolescents in social networks (VKontakte, Telegram, TikTok) for October–November 2025, the leading triggers of addiction (short vertical videos, online games, constant messenger notifications), subclinical and clinical signs, as well as risk factors are identified. A set of psychological and pedagogical measures of primary and secondary prevention adapted for school psychologists, class teachers and parents is proposed.
- Keywords:
- adolescence, Internet addiction, short vertical videos, dopamine loop, FOMO (fear of missing out), online games, total digitalization, subclinical addiction, digital detox, prevention of addictive behavior
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The influence of gender stereotypes in children's advertising on the formation of value orientations of children aged 5-6
ProceedingModern educational process: psychological and pedagogical support, educational strategies- Authors:
- Астапова Ксения Романовна, Таталишвили Марианна Васильевна, Ekaterina V. Ishkova
- Work direction:
- Психолого-педагогические аспекты формирования личности в современной среде
- Abstract:
- The article examines the influence of visual, auditory, and narrative elements in toy advertisements that promote gender stereotypes on the process of socialization and personal development of older preschoolers. this work identifies the basic mechanisms of value formation and gender-role behavior in children. It also presents the results of a study on the correlation between a child's social gender and the choice of toy type, and concludes on the importance of an androgynous parenting approach
- Keywords:
- advertising, value orientations, senior preschool age, gender, identification, games, stereotypes, androgynous parenting model, toys, sex-role behavior
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Intellectual game "Polyglot"
Proceeding
The Topical Issues of the Humanities and Social Sciences- Authors:
- Tatiana I. Stepanova, Liudmila A. Rodionova
- Work direction:
- Современные гуманитарные науки и проблемы языкознания
- Abstract:
- This development is intended for teachers of English and native languages. The material is suitable for middle and high school students as an extracurricular activity. The purpose of this event is to spark interest in learning English, Russian, and Chuvash. It broadens horizons and develops thinking, fosters interest and respect for the culture and traditions of the target language countries, as well as one's own country; and cultivates a culture of intellectual work. To increase interest, the teacher uses a group form of work organization, which increases the students’ learning and cognitive motivation.
- Keywords:
- language, development, thinking, interest, outlook, event, intellectual game, polyglot
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Role-Playing RPG games as a tool for understanding current abilities in working with teenagers
ProceedingPositive psychotherapy in the modern world: a resource and a tool for coping with sociocultural challenges- Author:
- Mariia A. Trifonova
- Work direction:
- Modern socio-psychological aspects of risk in the educational environment
- Abstract:
- Работа с современными подростками требует современных решений и владения сленгом, доступным этой категории клиентов. Цель статьи – описать возможности использования современных ролевых компьютерных игр для понимания актуальных способностей в работе с подростками. Автором проводится аналогия между развитием персонажа игры и развитием актуальных способностей клиента. На примере игры привлекается внимание подростка к исследованию и развитию собственных ресурсов и умений, а актуализируется принцип надежды и взгляд клиента на себя как автора собственной жизни.
- Keywords:
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GAME PSYCHOTECHNOLOGIES IN THE CORRECTION OF MALADAPTIVE PATTERNS OF RESENTMENT: NEUROCOGNITIVE AND CLINICAL ANALYSIS
Book Chapter
Issues of education and psychology- Author:
- Svetlana A. Pavlenko
- Work direction:
- Глава 12
- Abstract:
- The chapter examines the phenomenon of resentment as a maladaptive communicative pattern underlying passive-aggressive manipulative strategies. Game psychotechnologies, in particular the method of transformational games, are considered as an effective tool for correction. On the basis of interdisciplinary synthesis (neurophysiology, integrative psychology), the mechanisms of the method's impact are revealed, including the activation of neuroplasticity, cognitive restructuring and development of mentalization skills. Theoretical provisions and empirical data on the effectiveness of the method are illustrated by a detailed analysis of a clinical case of correction of the «subservience-resentment» pattern in a 43-year-old woman. It is proved that game practice contributes to the formation of mature communicative strategies based on empathy and adequate perception of the needs of others, which is confirmed by catamnestic data
- Keywords:
- emotional intelligence, game practice, neurophysiology, self-reflection, neuroplasticity, resentment, game psychotechnologies, patterns, clinical case
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Formation of Patriotic Values by Means of Game Technologies as Part of the "History" Course (on the Example of Studying the Second World War)
Review Article
Development of education Volume 8 No 3- Authors:
- Irina S. Tkachenko, Vitalina V. Shymilova
- Work direction:
- Pedagogy and Modern Education
- Abstract:
- The article considers the problem of forming patriotic values among students of secondary specialized and higher educational institutions of legal specialties through the use of gaming technologies, in particular, quests. With the need to preserve national identity, the relevance of patriotic education is increasing. Analyzing the socialization of first-year students in secondary specialized and higher educational institutions, it was concluded that in the context of the development of a post-industrial, information society, the traditional approach to teaching history has become obsolete, and the new reality requires a new approach to teaching. The article proposes interactive teaching methods for History education. As part of the study, the authors presented the features of using quests as imitation teaching methods. These approaches increase the engagement, motivation and efficiency of material assimilation, contributing to the strengthening of spiritual and moral values. The "In the Footsteps of History" quest, focusing on the 1949 Khabarovsk trial of Japanese Kwantung Army members, was tested with first-year law students at the Far Eastern Branch of the Russian State University for the Humanities in Khabarovsk. The quest is adaptable for teaching the Second World War and other subjects, including non-humanities, with customized tasks aligning with curricular and professional competencies.
- Keywords:
- values, Patriotism, patriotic education, game technologies, quest game
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Peculiarities of using educational business games to teach foreign languages in a transport university
Book Chapter
Current issues of pedagogy and psychology- Author:
- Elena G. Liakhova
- Work direction:
- Глава 7
- Abstract:
- The study is devoted to the issues of increasing the effectiveness of teaching foreign languages in a transport university. In the process of analyzing the features of teaching/learning a foreign language in isolation from its environment, the author concludes that it is necessary to take these features into account when developing and conducting educational business games in a foreign language in a transport university. Examples of educational business games are given.
- Keywords:
- transport university, foreign languages, educational business games, the acquisition of a foreign language of the specialty
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The benefits and creation of board games: from idea to prototype
Proceeding
Education, innovation, research as a resource for community development- Authors:
- Valerii V. Bol'shakov, Al'bert K. Shaikhlislamov
- Work direction:
- Использование нестандартных решений для повышения качества, доступности и эффективности образования
- Abstract:
- The influence of board games on the development of intellectual, communicative and creative abilities is investigated. Their role as a tool for the formation of personal and professional skills is analyzed. Special attention is paid to the process of self—designing games, viewed through the prism of a step-by-step approach - from the idea to the creation of a prototype. It is emphasized that the development of game products contributes to the development of analytical thinking, the ability to work in a team and the development of game design as a pedagogical method used in education, project activities and digital technologies.
- Keywords:
- creativity, design, mental health, play activity, interactive learning, game design, cognitive development, strategic thinking, Board games, educational techniques, social interaction, game mechanisms
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Theoretical foundations of the use of game methods in teaching children with disabilities
ProceedingYouth science in the modern world- Authors:
- Anastasiia S. Golodniak, Marina L. Sher
- Work direction:
- Актуальные проблемы специального и инклюзивного образования
- Abstract:
- The article discusses the theoretical foundations of the use of game methods in teaching children with disabilities. Key concepts such as play activities, correctional pedagogy, and adaptive learning are analyzed. Special attention is paid to the role of play as a natural way of learning about the world for children with disabilities. The work uses the works of Russian scientists such as Baryaeva L. B. and Strebeleva E. A., who emphasize the importance of gaming technologies in the development of cognitive, emotional and social skills in children with special educational needs.
- Keywords:
- motivation, adaptive learning, inclusive education, children with disabilities, cognitive interest, gamification, play activity, correctional pedagogy, game methods, emotional support
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Correction of professional burnout of teachers based on the use of psychological games "Self-awareness development system"
Proceeding
The development of modern education in the context of educational competence- Author:
- Svetlana A. Pavlenko
- Work direction:
- Прикладные аспекты формирования и развития образовательных компетенций
- Abstract:
- The article highlights the use of a set of ten transformational psychological games of the author's method "Self-Awareness Development System" as an effective corrective tool to reduce the level of professional burnout among teachers. Three main types of influence of a set of games on the psycho-emotional state of teachers and on the formation of professional self-consciousness are considered: emotional discharge, development of self-awareness and strengthening of group dynamics
- Keywords:
- teachers, burnout, self-awareness, transformational games, correctional tool, emotional release, group dynamics
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Art Coaching and Transformational Games: An Integrative Approach for Business Solutions
ProceedingCoaching psychology: methodology, theory, practice- Author:
- Ol'ga N. Smol'nikova
- Work direction:
- Разработка и опыт применения оригинальных методов и инструментов в коучинге
- Abstract:
- The article analyzes the potential of integrating art coaching methods and transformational games as a tool for addressing business challenges. Using the transformational games Igra Atlantov "Alkhimiya Mechty” and “Put’ Bogatstva" (by Yuri Muradyan) as examples, the article examines the mechanisms by which the combination of visual metaphors, game mechanics, and coaching technologies can facilitate the acceleration of awareness and solution-finding processes. Typical business challenges are described, and case studies illustrating the application of this approach for various client categories (experts, entrepreneurs, top managers, HR specialists) are provided. The theoretical foundations and potential limitations of the method are also discussed.
- Keywords:
- gamification, coaching, art coaching, transformational games, business challenges, decision-making, Metaphorical Associative Cards (MAC), Game of the Atlanteans
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ICTA Transformational Coaching and Game Practice in the Development of Personal Self-Awareness: An Integrative Approach
ProceedingCoaching psychology: methodology, theory, practice- Author:
- Svetlana A. Pavlenko
- Work direction:
- Разработка и опыт применения оригинальных методов и инструментов в коучинге
- Abstract:
- Abstract: The article is devoted to the study of the role of transformational coaching in combination with game practice in the formation and development of self-consciousness of the individual. The scientific concept of transformational coaching, its historical roots, key features and methodology are considered. Particular attention is paid to the analysis of the "Self-Consciousness Development System" (SRS) as tools that activate reflection, emotional intelligence and cognitive flexibility. It is proved that the synthesis of coaching and game practices creates conditions for the deep transformation of the personality, overcoming internal barriers and the formation of a stable self-consciousness. The results of the study are based on an interdisciplinary analysis of psychological, pedagogical and philosophical theories. Keywords: transformational coaching, game practice, self-awareness, reflection, personal growth, developmental psychology
- Keywords:
- reflection, game practice, self-awareness, transformational coaching, personal growth, developmental psychology
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GAMIFICATION IN EDUCATION
Proceeding
Sormovo Readings- 2025: scientific and educational space, realities and prospects for improving the quality of education- Author:
- Ol'ga S. Grigorenko
- Work direction:
- Инновации в образовании: интеграция новых знаний и технологий в учебные программы
- Abstract:
- Gamification in education is the integration of game elements and principles into the educational process. This approach uses different techniques such as scores, levels, points, achievements, and competitions to create a more interactive learning environment. However, the introduction of gamification is also associated with a number of disadvantages, which include the risk of reduced academic activity, difficulty in assessing knowledge, and the need to take into account students' individual preferences. In general, gamification is a promising area that can significantly enrich the learning process if it is used taking into account its advantages and disadvantages.
- Keywords:
- motivation, education, learning, gamification, learning process, critical thinking, collaboration, game elements, engagement, knowledge assessment
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The use of simulation games in biology lessons
Book Chapter
Modern issues of pedagogy and psychology: theoretical and methodological approaches and practical research results- Author:
- Galina V. Egorova
- Work direction:
- Глава 17
- Abstract:
- In the chapter discusses various variants of simulation games and their use in biology lessons. Using the game during the lesson can be considered one of the incentives to gain new knowledge. Through the game, cognitive interest is aroused faster, as well as imagination, attention, and the ability to compare, analyze, and draw conclusions are activated. The game allows you to involve each student in active work in the classroom. The game shows an interest in improvisation and transformation, creating conditions in which students carry out an independent search for knowledge. The author provides classification, methods of preparation and conduct, as well as specific examples of games for different age groups of schoolchildren.
- Keywords:
- game technologies, simulation games, methods of conducting the game
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РАЗВИТИЕ СЛОВЕСНО-ЛОГИЧЕСКОЙ ПАМЯТИ У ДЕТЕЙ МЛАДШЕГО ШКОЛЬНОГО ВОЗРАСТА С ПОМОЩЬЮ ДИДАКТИЧЕСКИХ ИГР
Proceeding
Education, innovation, research as a resource for community development- Author:
- Iuliia A. Mirnova
- Work direction:
- Современные технологии в образовании
- Abstract:
- The article deals with the development of verbal and logical memory in children of primary school age. Taking into account the peculiarities of cognitive development at this age, the importance of using didactic games as an effective tool for the formation and strengthening of memory is emphasized. The theoretical foundations, examples of games and recommendations for teachers and parents are given.
- Keywords:
- learning, primary school age, pedagogy, recommendations, cognitive development, the word is logical memory, didactic games, memory development, games for children
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The use of interactive methods with an integrative approach in the system of secondary vocational education
Proceeding
Modern educational process: psychological and pedagogical support, educational strategies- Author:
- Susanna B. Borodina
- Work direction:
- Современные тенденции развития образования
- Abstract:
- The article considers the use of integrative forms of education aimed at personality-oriented education in teaching professional disciplines for college students, examines the essence of the game from the point of view of the educational process.
- Keywords:
- professional competence, education, students, knowledge, skills, personality-oriented approach, integrative pedagogical approach, interactive teaching methods, game-based learning
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The use of interactive gaming technologies in teaching Russian to younger students
Proceeding
The Topical Issues of the Humanities and Social Sciences: from Theory to Practice- Authors:
- Kamilia R. Gimaletdinova, Anna S. Vasileva
- Work direction:
- Тенденции развития цифрового образования
- Abstract:
- The article explores the use of interactive game-based technologies in teaching Russian to elementary school students. It examines the theoretical foundations and practical application of game-based methods for developing students' lexical and grammatical skills. The results of a pedagogical experiment, aimed at comparing the effectiveness of traditional and game-based teaching approaches, are presented. Based on the data obtained, it is demonstrated that game-based technologies enhance motivation, improve material retention, and foster children's communicative abilities. Practical recommendations for incorporating game-based technologies into the educational process are provided.
- Keywords:
- motivation, elementary school students, pedagogical experiment, interactive game technologies, Russian language teaching, lexical skills, grammatical skills, communicative abilities
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Primenenie sredstv STEAM-obucheniia v shkole
Book Chapter
Modern Challenges of Education and Psychology of Personality Formation- Authors:
- Svetlana M. Koniushenko, Mariia O. Komissarova, Zarina N. Khisametdinova
- Work direction:
- Глава 14
- Abstract:
- The chapter examines the results of a study on the content of the concepts of STEAM learning tools: «gamification», «game mechanics». The authors justified the relevance of their application in the educational process of STEAM teaching mathematics as a new learning tool is substantiated. The key to gamification lies in its ability to make mathematics relevant and exciting by fostering a positive relationship between learners and this important subject.
- Keywords:
- game, gamification, STEAM-learning, game mechanics, mathematical education of students
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Project activities for the creation of graphics design for gaming applications and board games
Book Chapter
Issues of modern design education- Author:
- Marina G. Plotnikova
- Work direction:
- Глава 2
- Abstract:
- The chapter raises the current topic of graphics design for gaming applications and board games. The place and role of games in the social mind as a means of communication and receiving emotions is considered. The object of research is game design. The practical part of the game graphics design project is substantiated. The logo, characters, graphics and the structure of the internal content of the game are being developed. The purpose of the study is to identify the specifics of project activities for creating a game design. To achieve the goal, the following tasks are set: analyzing the types of project presentation of materials for visualization of game graphics; identifying the features of design technologies; analyzing the graphical support of the game space. As a result of the study, a graphical visualization of a computer game was performed. The result confirms the idea of the growth of digital technologies in the training of graphic designers. Scientific result: graphic accompaniment of games.
- Keywords:
- design, virtual reality, game, graphic design, computer game, game-design, project culture
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Game forms of learning as a means of developing speaking in elementary school
Book Chapter
Modern educational technologies: Pedagogy and Psychology- Authors:
- Iuliia S. Vasileva, Nina S. Shvaikina
- Work direction:
- Глава 14
- Abstract:
- Research and practical examples demonstrate that game-based forms of learning are not only successfully introduced into the educational process, but can also bring noticeable results in the development of students’ communicative competencies. Game as a natural activity at this age can be the key to increasing interest in learning a foreign language and developing communication skills. Thus, the relevance of our research is determined by the need to search and test effective teaching methods that can maximize the potential of primary school students in the field of learning foreign languages. The development and implementation of game forms of learning, focused on the development of speaking skills, are becoming a response to modern educational challenges. The study contributes to the development of pedagogical science and methods of teaching foreign languages in the context of primary school education. It enriches the theoretical basis for the use of game forms of learning, highlighting their role in stimulating the development of speaking skills in primary schoolchildren.
- Keywords:
- game, gamification, speaking, gaming methods, gaming technologies
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The development of phonemic perception in preschool children
Proceeding
Socio-Pedagogical Issues of Education and Upbringing- Author:
- Mariia A. Ermolova
- Work direction:
- Коррекционная педагогика
- Abstract:
- The article examines the development of phonemic awareness in preschool children, essential for correct pronunciation, vocabulary expansion, and literacy skills. It describes key development stages and methods, including games and exercises. The roles of parents and educators are emphasized, along with modern technologies such as computer programs and interactive toys. Recommendations for effective phonemic awareness development are provided.
- Keywords:
- training, development, technologies, teachers, preschool age, methods, games, phonemic perception
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Педагогический опыт формирования успешной личности ребёнка с использованием компьютерных игр
Proceeding
Education, innovation, research as a resource for community development- Author:
- Elena A. Ryzhenkova
- Work direction:
- Педагог – ключевая фигура создания условий развития успешного ребенка
- Abstract:
- Computer games attract an increasing number of children and teenagers. The use of computer games in education has already shown itself on the positive side. To date, numerous educational programs are being created. The use of computer games can also be effective in shaping a child's personality. This aspect is not actively reflected in pedagogical practice, however, it is concomitant in teaching children using computer games
- Keywords:
- teacher, development, games, successful personality, computer games, personality of a teacher, pedagogical experience
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Using neuropsychological exercises at work with children with disabilities in speech therapy classes
Proceeding
Relevant Problems of Neurosensomotor Children's Development: Family and Environmental Supporting Factors- Author:
- Olga V. Mikhailova
- Work direction:
- Современные технологии нейросенсомоторного развития детей
- Abstract:
- The article covers the problem of using neuropsychological knowledge and techniques in correctional and speech therapy work with children with disabilities. The primary issue is the importance of neuropsychology for child development and the neuropsychological approach as a health-preserving component of the educational environment. The categories of children with disabilities who need neuropsychological support are described. Emphasis is placed on the organization of interhemispheric interaction in speech therapy classes. Variants of neuropsychological exercises and neurogames used by the authors are woven into the context of the narrative.
- Keywords:
- kinesiology, neuropsychology, interhemispheric interaction, neuropsychological approach, neuropsychological support, neuropsychological correction, neuropsychological exercises, neurogames, neurotechnics