The use of digital games in the professional training of social pedagogues: realities and perspectives
DOI:
https://doi.org/10.20952/revtee.v15i34.17223Keywords:
Digital technologies, Digital games, Professional training, Game-center trainingAbstract
The article presents the possibilities of using digital games in the process of professional training of social educators. It was found that for the development of digital game-centered learning it is necessary to combine the efforts of public, private, charitable and public institutions and organizations that prepare for game design, training, organize exhibitions, competitions, festivals, which is the main direction of modern education as an important component. Competencies of the 21st century were talked about. It is determined that the use of computer games enhances the freedom of experiment, identity and social rewards, deepens personal experience by developing three basic needs for training motivation: competence (student feels the process of acquiring new knowledge and skills); autonomy (the student feels control over the educational process); interconnectedness (the student feels the connection with colleagues during the educational process). It is proved that the use of digital games in the professional training of social educators is an innovative and promising vector for the modernization of the educational process in modern higher education institutions as a whole.
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