title: ÐÐ²ÐµÑÑ-Ð¸Ð³ÑÐ° ÐºÐ°Ðº ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ñ Ð¸Ð½ÑÐµÑÐ°ÐºÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð¿ÑÐ¸ ÑÐ¾ÑÐ¼Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ð¸ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°ÑÐµÐ»ÑÑÐºÐ¾Ð¹ Ð°ÐºÑÐ¸Ð²Ð½Ð¾ÑÑÐ¸ ÑÑÐ°ÑÐ¸Ñ ÑÑ 10-11 ÐºÐ»Ð°ÑÑÐ¾Ð² Ð½Ð° ÑÑÐ¾ÐºÐ°Ñ Ð°Ð½Ð³Ð»Ð¸Ð¹ÑÐºÐ¾Ð³Ð¾ ÑÐ·ÑÐºÐ°
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: Quest-game as a technology of interactive learning in the formation of research activity of students in grades 10-11 in English lessons
Creators: name: ÐÐ²Ð°Ð½Ð¾Ð²Ð°, Ð¢Ð°ÑÑÑÐ½Ð°
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2023
Subjects: Ð¸Ð½ÑÐµÑÐ°ÐºÑÐ¸Ð²Ð½Ð¾Ðµ Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ
ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÐ°
Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°ÑÐµÐ»ÑÑÐºÐ°Ñ Ð°ÐºÑÐ¸Ð²Ð½Ð¾ÑÑÑ ÑÑÐ°ÑÐ¸Ñ ÑÑ
Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ Ð°Ð½Ð³Ð»Ð¸Ð¹ÑÐºÐ¾Ð¼Ñ ÑÐ·ÑÐºÑ
ÑÐºÐ¾Ð»Ð°
interactive learning
quest game
student research activity
English language teaching
school

description: Ð Ð´Ð°Ð½Ð½Ð¾Ð¹ ÑÐ°Ð±Ð¾ÑÐµÂ  Ð¸Ð·Ð»Ð¾Ð¶ÐµÐ½Ð° ÑÑÑÐ½Ð¾ÑÑÑ ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÑ ÐºÐ°Ðº ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¸ Ð¸Ð½ÑÐµÑÐ°ÐºÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ, Ð²Ð»Ð¸ÑÑÑÐµÐ¹ Ð½Ð° ÑÐ¾ÑÐ¼Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ðµ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°ÑÐµÐ»ÑÑÐºÐ¾Ð¹ Ð°ÐºÑÐ¸Ð²Ð½Ð¾ÑÑÐ¸ ÑÑÐ°ÑÐ¸ÑÑÑ ÑÑÐ°ÑÑÐ¸Ñ ÐºÐ»Ð°ÑÑÐ¾Ð². ÐÐ°Ð½Ñ Ð¿Ð¾Ð½ÑÑÐ¸Ñ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°ÑÐµÐ»ÑÑÐºÐ¾Ð¹ Ð°ÐºÑÐ¸Ð²Ð½Ð¾ÑÑÐ¸, Ð¸Ð½ÑÐµÑÐ°ÐºÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð¸ ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÑ. ÐÑÐ»Ð° ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐ°Ð½Ð° ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÐ° Ð½Ð° Ð°Ð½Ð³Ð»Ð¸Ð¹ÑÐºÐ¾Ð¼ ÑÐ·ÑÐºÐµ Ð´Ð»Ñ ÑÑÐ°ÑÐ¸ÑÑÑ 10 ÐºÐ»Ð°ÑÑÐ° ÑÑÐµÐ´Ð½ÐµÐ¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð¹ ÑÐºÐ¾Ð»Ñ Ð¸ Ð¿ÑÐµÐ´ÑÑÐ°Ð²Ð»ÐµÐ½Ð° ÐµÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ñ. Ð­ÐºÑÐ¿ÐµÑÐ¸Ð¼ÐµÐ½ÑÐ¾Ð¼ Ð´Ð°Ð½Ð½Ð¾Ð¹ ÑÐ°Ð±Ð¾ÑÑ ÑÐ²Ð»ÑÐµÑÑÑ Ð¿ÑÐ¾Ð²ÐµÐ´ÐµÐ½Ð¸Ðµ ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÑ Ð² 10 ÐºÐ»Ð°ÑÑÐµ Ð´Ð»Ñ Ð²ÑÑÐ²Ð»ÐµÐ½Ð¸Ñ Ð²Ð»Ð¸ÑÐ½Ð¸Ñ ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÑ Ð½Ð° ÑÐ¾ÑÐ¼Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ðµ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°ÑÐµÐ»ÑÑÐºÐ¾Ð¹ Ð°ÐºÑÐ¸Ð²Ð½Ð¾ÑÑÐ¸ ÑÑÐ°ÑÐ¸ÑÑÑ. Ð ÐµÐ·ÑÐ»ÑÑÐ°ÑÑ ÑÐºÑÐ¿ÐµÑÐ¸Ð¼ÐµÐ½ÑÐ° Ð¿Ð¾ÐºÐ°Ð·Ð°Ð»Ð¸, ÑÑÐ¾ ÐºÐ²ÐµÑÑ-Ð¸Ð³ÑÐ° ÑÐ²Ð»ÑÐµÑÑÑ Ð¾Ð´Ð½Ð¾Ð¹ Ð¸Ð· ÑÐ°Ð¼ÑÑ Ð¿ÑÐ¾Ð´ÑÐºÑÐ¸Ð²Ð½ÑÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ Ð¸Ð½ÑÐµÑÐ°ÐºÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ, Ð² ÑÐ¾Ð´Ðµ ÐºÐ¾ÑÐ¾ÑÐ¾Ð¹ ÑÐ°Ð·Ð²Ð¸Ð²Ð°ÑÑÑÑ Ð²ÑÐµ Ð³ÑÑÐ¿Ð¿Ñ ÑÐ½Ð¸Ð²ÐµÑÑÐ°Ð»ÑÐ½ÑÑ Ð´ÐµÐ¹ÑÑÐ²Ð¸Ð¹ ÑÑÐ°ÑÐ¸ÑÑÑ, Ð²Ð»Ð¸ÑÑÑÐ¸Ñ Ð½Ð° ÑÐ¾ÑÐ¼Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ðµ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°ÑÐµÐ»ÑÑÐºÐ¾Ð¹ Ð°ÐºÑÐ¸Ð²Ð½Ð¾ÑÑÐ¸.
description: The given work describes the essence of the quest-game as an interactive learning technology that influences the formation of research activity of secondary school students. The concepts of research activity, interactive learning and quest games are given. The quest game was developed in English for students of the 10th grade of a secondary school and its technology was presented. The experiment of this work is to conduct a quest game in the 10th grade to identify the influence of the quest game on the formation of students research activity. The results of the experiment showed that the quest game is one of the most productive technologies of interactive learning, during which all groups of universal actions of students that influence the formation of research activity develop.