USING GAME TECHNOLOGY IN PEDAGOGICS PRACTICE OF MUSEUM AND SCHOOL
The article deals with the analysis of games and game technology in teaching history. The author defines the definition of the game, the principles and functions of the game activity and reveals its pedagogical nature. Game technology both in school and in a modern museum is implemented in two types of cognitive activity: educational and extracurricular (leisure). The article considers the features of the organization of game classes on history in school and museum educational practice. In the context of identifying the common game basis and the specifics of the two spaces, the author draws attention to the theoretical aspects of the problem, and also gives the most striking examples of the organization of history classes using game technologies. The article contains various approaches to the classification of games, an author’s view on the ranking of game classes, analyzes the influence of various types of games on the content of historical education, the cognitive abilities of students, a modern lesson and learning outcomes. The author also cites possible risks of the teacher when organizing game classes.