The Use of Gaming Technologies in the Educational Process in Order to Study the Topic of Supply and Demand
https://doi.org/10.21869/2223-1552-2022-12-4-195-206
Abstract
Relevance. A comprehensively and harmoniously developed personality is a mandatory requirement imposed by society in the rapidly progressing modern conditions of development. This provision has acquired special significance, transforming into a specific goal of the entire social practice of education. The changes taking place in a high-tech society orient the education system to train a person with the necessary qualities in order to successfully function in the current conditions of development. The study of the fundamentals of economic theory should undoubtedly be present in the curriculum of school subject areas, due to the fact that economic theory serves as the basis for many other economic sciences. The relevance of the chosen topic is due to the fact that each person is a participant in the market mechanism, and therefore, the task of the teacher is to effectively convey to students the necessary knowledge to understand economic relations.
The purpose is to assess the effectiveness of the use of gaming technologies in economics lessons.
Objectives: to consider the basic definitions of the concepts of games, pedagogical technologies; to identify the essence of gaming activity and its components; to characterize modern platforms for creating game exercises; to develop recommendations for using games as a form of increasing the cognitive interest of students in the process of studying new material in economics lessons; to study the theory on the topic "Supply and demand".
Methodology. In the process of researching the use of gaming technologies in order to study the market mechanism, methods of logical, comparative, statistical analysis, classification, generalization, theoretical analysis of scientific and methodological literature, synthesis method, consistency and others were used.
Results. The course and structure of the lesson are presented using platforms for creating games, as well as educational editors developed games to study the topic of supply and demand.
Conclusions. The results of the study showed that the assimilation of the material during the game is more effective, the students are motivated by their own set goal, that is, in any case, they remember the material submitted during the game and activate the already learned.
About the Authors
N. V. PyanovaRussian Federation
Natalia V. Pyanova, Cand. of Sci. (Economic), Associate Professor of Service Department
Researcher ID: N-3589-2016
95 Komsomolskaya Str., Orel 302026
Y. S. Polozhentseva
Russian Federation
Yulia S. Polozhentseva, Cand. of Sci. (Economic), Associate Professor of the Department of Regional Economics and Management
50 Let Oktyabrya Str. 94, Kursk 305040
Researcher ID: O-2864-2015
E. A. Aleksa
Russian Federation
Elizaveta A. Aleksa, Student of the Faculty of Technology Entrepreneurship and Service
Researcher ID: N-3589-2016
95 Komsomolskaya Str., Orel 302026
A. I. Popova
Russian Federation
Anna I. Popova, Student of the Department of Technology and Entrepreneurship
Researcher ID: N-3589-2016
95 Komsomolskaya Str., Orel 302026
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Review
For citations:
Pyanova N.V., Polozhentseva Y.S., Aleksa E.A., Popova A.I. The Use of Gaming Technologies in the Educational Process in Order to Study the Topic of Supply and Demand. Proceedings of the Southwest State University. Series: Economics. Sociology. Management. 2022;12(4):195-206. (In Russ.) https://doi.org/10.21869/2223-1552-2022-12-4-195-206