practical activities in games and their repetition lead to a deeper understanding of the learning content
[4].
Serious games can be fun, even though they are primarily aimed at training or refining a practice. This
is probably the reason they are so readily accepted by learners at every educational level.
3.1.1 Games in the learning process of children in the initial stages of learning
According to the "principle of activity approach" of Russian psychologists S. Rubinstein and A.
Leontiev, for each age period there is a certain type of activity that is crucial for development [5].
Educators recognize the game in a purely didactic sense - to consolidate knowledge or to develop
skills that correspond to educational content in different educational fields. According to [5], because
learning is happening at an earlier age, games can have a fundamental contribution to the education
of children between the ages of 3 and 10, if not with a leading role, at least with a dominant one.
Educational games enable students to study and have fun at the same time [6]. The game prоvides
pleasure and joy to every child. But it is also a key
vehicle for his intellectual, moral and aesthetic
upbringing. Each game contributes differently to the development of some of the learner's cognitive
processes (perceptions, ideas, memory, imagination, thinking).
While in preschool age, games are a formative force, in the primary school stage, games become an
accompanying activity, since they help, strengthen the learning process. According to [7], in the life of
the child in the elementary school period, games are seen as an incomparable mediator in integrating
the child into learning, enriching his/her willingness to engage in different cognitive activities,
stimulating cognitive interests, as well as building cognitive learning strategies. As students play, they
spontaneously adopt various algorithms to perform more general cognitive and specific practical
actions.
Gamified methods according to [8], applied in the joint action with the teacher and student, contribute:
to activate the students; to improve
the quality of knowledge, skills and attitudes; to stimulate the
development of critical and self-critical thinking, their creative abilities; to form positive motivation and
cognitive interests, a positive attitude towards learning and mental work; to stimulate competition
between students and / or groups of students,
to develop teamwork skills; for the development of
students self-regulation, self-control and self-assessment; to acquire collectivist skills; to build
responsibility, respect and evaluate the success of partners.
The gamified approach has already been applied in the traditional textbooks in Bulgarian schools (e.g.
mathematics textbook for 3rd grade by V. Angelova [9].
3.1.2 Classification of educational games
According to the purpose of the elementary school games, [10] it presents the following classification:
•
didactic game - solving learning tasks and learning certain educational content;
•
mobile game - tasks for motor culture;
•
music game - solving tasks related to music education;
•
play-dramatization - games based on fairy tales and puppet theatrе;
•
story-role-playing - a game based on a familiar real-life story ("Family", "Shop", etc.);
•
computer, electronic and mobile games.
According to [8] games can be sensory, symbolic, applied, musical,
mathematical, design, creative
and more.
[11] divides games into two large groups, which contain the relevant subgroups of games:
•
creative games (story-role, dramatization, constructive and directorial);
•
games with rules (didactic, mobile, didactic and music).
In our opinion, computer, electronic and mobile games do not provide a new type of game, but just
another environment for its implementation. These games fall into one of the above types, depending
on their purpose. The math assignments that will be completed by the team fall mainly into the didactic
games group.
Didactic games are mainly used as a training approach. They can be used to consolidate, systematize
and summarize teaching material,
to form skills, to aesthetically, emotionally and educationally
influence [11]. They use didactic material designed to set specific educational and educational goals.
Didactic games do not merge with learning, but retain their character of games, which is why they are
an attractive activity for children, corresponding to their age peculiarities and interests, which entice
them and awaken their active participation.
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