Abstract
The paper focuses on the modern technology of organizing the educational process of elementary school students. The paper analyzes gamification as a method of learning that helps to accelerate the development of educational, cognitive and social competencies of elementary school students. The author considers the concept of quest-technology, types, tasks and structure of quest-games, their difference from traditional games in pedagogy. The paper describes a quest-game for junior schoolchildren, which has been tested as part of studying works by Pavel P. Bazhov at the lessons of literary reading.
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