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- Title
ИГРОВА ДЕЙНОСТ В КОНСТРУКТИВНО-ТЕХНОЛОГИЧНОТО ОБУЧЕНИЕ ПРИ ДЕЦА В НАЧАЛНА УЧИЛИЩНА ВЪЗРАСТ.
- Authors
Ангелова, Гергана
- Abstract
The presented research aims to investigate and consider the place of game activity in technology and entrepreneurship education for children in the initial stage of school education. This learning is an important part of school preparation, which is "a set of competences - knowledge, skills and attitudes necessary for the successful transition of the student to the next grade, stage and/or level of education and related to the achievement of the goals of school education". Education in technology and entrepreneurship "Includes a wide variety of topics and activities through which basic technological knowledge, skills and attitudes related to technological and economic literacy of students are acquired on a practical basis as an essential element of their general culture" (Vitanov, L., 2022). Using the game as a pedagogical resource increases students' interest and learning motivation. Game principles of learning contribute to attracting children's attention to the task, facilitate the work of thinking and imagination. The game technologies of pedagogical interaction are an aspect of all educational directions, in particular in constructive-technical activities (Angelova, L., 2019). Children play to learn about the world. The child needs to play what he thinks about, to represent things through imitation, drawing, construction (Gospodinova, 2016). 2. Methodology: in the presented study, an experimental pedagogical game model - origami was used. Its purpose is to assist in the process and context of solving tasks related to the development, upbringing and socialization of children of primary school age. 3. Results of the research: during the execution of the task, the children share impressions of the work process and comment on the applied ideas, experienced emotions and interesting discoveries during the making and playing with the origami salt shaker. 4. Conclusion and recommendations: play is particularly important in the education of children of primary school age. With the help of the use of game activity as part of the competence approach in technology and entrepreneurship education, a better receptivity of the acquired knowledge, skills and attitudes is achieved on the part of the students. The proposed pedagogical game model - origami can be successfully applied by teachers in the part of the lesson intended for active learning. This, it is assumed, will have a favourable effect on the acquisition of the necessary construction and modelling technologies, as well as on the development of children's imagination, creativity and initiative.
- Publication
Knowledge: International Journal, 2022, Vol 55, Issue 2, p350
- ISSN
2545-4439
- Publication type
Article