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Application of Case Study Technologies in Primary and Middle School Via Contemporary Narrative Table Games

  • Scientific Research and Development Socio-Humanitarian Research and Technology
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Abstract

This article discusses the creation of case studies/theme
 projects based on modern table story-games. Case technologies are
 a group of educational technologies, methods and techniques of
 teaching, based on the solution of specific problems and tasks.
 Board game, like any other, can serve as a tool for development of
 various skills (communication, logic, motor, visual, etc.), as well
 as a material for a case study or project theme. The result of the
 joint use of case-method and gaming technology can form diverse
 knowledge among students, teach reasoning algorithms, solve intellectual
 problems, promote love for working with a book or other
 sources of knowledge, teach tolerance and team work.

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Publication details

DOI
10.12737/13359
OpenAlex
W2606530668
Document type
article
Language
EN
Source
Scientific Research and Development Socio-Humanitarian Research and Technology
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