Abstract
The article analyzes methodical methods of teaching computer science based on the game method, discusses the possibility of practical use of educational didactic games in the educational process, and reveals its validity. Revealed and substantiated difference of learning through the game from other pedagogical technologies. The peculiarity of game technologies is that they allow students to work together in groups, exchange ideas and encourage joint problem solving, as well as develop students' logical thinking skills. Particular attention is paid to the conditions of use of a relatively new educational platform as a tool that improves the learning process and increases its practical orientation. As an example, the article provides examples of applications and analyzed the possibilities of Kahoot! The advantages of the application are noted in its use as an effective assessment tool that regulates knowledge and understanding on certain topics, with the help of which it is possible to organize feedback. An example of the application Kahoot! is given in the article, and its possibilities are analyzed. Highlight the benefits of using Kahoot! as an effective tool for evaluating, regulating knowledge and understanding of specific topics, through which it is possible to organize feedback
Keywords
References
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