GAME DESIGN AS IMPLEMENTATION TECHNOLOGY OF PREPARATION OF FUTURE TEACHERS OF TECHNOLOGIES TO THE FORMATION OF PUPILS’ CULTURE OF CONSUMPTION
The article describes the game design as the implementation technology of preparation of future teachers of technologies to the formation of consumer culture among students, the article justifies the essence of the technique of game design: definition and features; purpose; classification of educational games projects; roles of the participants of the project; expected results. An example of an educational gaming project aimed at the creation of a culture of consumption among students. The effectiveness of the selected content and chosen forms and methods of training future teachers of technology to a culture of consumption among the pupils of secondary schools was determined by certain criteria. Game design is understood by us as education technology, the result of which is a creative educationa l game project, with a subjective or objective novelty, performed under the guidance of the teacher and presented to the protection. Using game design students, future teachers of technologies, have an opportunity to realize theoretical knowledge and formation of practical skills training to build the culture of consumption in students, and acquire defined competencies.
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