Abstract
The article analyzes and reveals the specifics of the computer game phenomenon as a potential tool for teaching history and social studies. Exploring the gaming and text-symbolic components of a computer game using the example of several game projects, the author of the article sees in computer games a multifaceted pedagogical toolkit for the education, development and upbringing of a potential student. The author gives reasons for the topicality of applying the computer games in modern education and suggests the author’s theoretical development of a pedagogically oriented computer game.
Published Version
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