Abstract
The article examines the relevance of the use of game forms in the process of preparing students for pedagogical orientation, provides examples of the practical application of business, role-playing and board games in teaching and educating students. The following types of games are most often used in working with students: didactic games, outdoor games, national games, role-playing games, business games, imitations, board games and others. However, tasks, story-role-playing and board games were rarely used until recently. Due to the specifics of these technologies, it consists in separating the game task from the educational one, which, as it was said, requires the ability to think about the players, as well as spending time, material and creative resources. Thus, it was shown that with the help of this gaming technology, students not only immerse themselves in professional activities, but also learn to work in a team, put forward hypotheses about an emerging problem, think about solving a problem in a relatively short period of time, analyze their own and others' ways of solving it, use analytics, synthesize and reason
Keywords
References
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