PREPARATION OF FUTURE TEACHERS FOR THE USE OF ACTIVE GAME TECHNOLOGIES AS A DETERMINANT OF THEIR PROFESSIONAL FORMATION IN THE UNIVERSITY ENVIRONMENT
Authors: NOZDROVA Oksana ,   State institusion “South Ukrainian National Pedagogical University named  after K. D. Ushynsky”
Published: July 2024

The monograph are considered modern approaches to the use of interactive game methods of learning to create a creative environment in the university educational space. The experience of implementing the proposed game interactive format for the professional development of future teachers during the study of pedagogical disciplines is highlighted. Attention is focused on the organization of creative work of students of higher education with regard to the development of their intellectual, communication, willpower qualities, which is the basis of retrospective reflection - analysis of previous educational activities regarding the formation of these qualities. Attention is focused on the organization of practical classes on the theory of learning and education, the history of pedagogy on the formation of professional competence of future teachers. The works of domestic and foreign scientists on the history of the development of game theory were analyzed; scientific approaches to the use of gaming technologies; features of the use of game technologies in the context of the research problem are outlined. It has been proven that the successful implementation of the content of the courses of pedagogical disciplines is based on the use of interactive game teaching methods. This is the participation of students in educational and pedagogical games, trainings, during which the professional qualities of the future teacher and the culture of pedagogical communication are formed. The study indicated that the introduction of active game technologies into the educational environment forms the basis of the pedagogical skills of future teachers; as a result, students of higher education had a non-standard approach to solving educational and educational tasks for the formation of their professional competence. Performance of game tasks by students in the process of learning pedagogical disciplines in practical classes took place with an optimal ratio of creative projects, individual and group forms of organization of the learning process. The use of business, role-playing, didactic games made it possible to create a role-playing system in the learning environment, where students of education were able to occupy certain social and professional positions. It is the example of an artificially created educational situation that appears to us to be an effective means of preparing future teachers for professionally oriented work.. It has been proven that the game format is designed to involve students in independent search work. The study states that the schemes of cases, projects, and quests can be reduced to training for consolidating knowledge, skills, and behavioral skills in certain situations. Such situations in practical classes during the study of pedagogical disciplines were vivid and detailed. It was determined that active game technologies reflect the situations of professional activity as much as possible. Despite the artificial environment of the situations, their problem or plot acquires the character of practicality, that is, those that exist in real professional activity. It has been proven that the game methodical toolkit acts as a means of obtaining new knowledge about the situation and behavior in it. Game press conferences, pedagogical congresses, which are designed to include the individual in independent search work, are presented. It was determined that the key to the effectiveness of educational activity is cognitive activity, which depends on the purposefulness of the educational trajectory of the individual, the development of intellectual reflection. It is game methods that affect the personality, its activities and personal relationships; perform an educational and stimulating function in revealing her cognitive activity, form the professional qualities of the future teacher. It is noted that effectively prepared game methods allow students to be interested in studying a specific subject; contribute to the active assimilation of knowledge on the selection and analysis of information. The types of games that were aimed at creative development of the personality, at fostering motivation for constant personal and professional growth and self-improvement were analyzed. It is noted that the creation of a game environment is a search for new forms of work, which contributed to the effectiveness of education. In contrast to traditional education, today the educational process should be considered as a process of personality development. Having verified in practice the effectiveness of using traditional learning technologies and new interactive game methods, we believe that the best results can be obtained only through a harmonious combination, improvement, diversification of already known and introduction of active game learning methods. It is noted that the systematic organization of creative work of future teachers according to the proposed format, using interactive game methods made it possible to achieve noticeable results.