Estimation of woman walking with computer stabilometric complex Balance Manager. A reduction in step length and prolonged execution turn time, which might be a cause for decreasing of coordination with aging. Walk Across, Step-Quick Turn and Step Up test.
Investigations of the range of one of the entertainment tourism, exactly gambling industry in the world, main destinations, its problems affecting to society and perspectives in the future. The general condition of gambling industry in Kazakhstan.
Appling Jungian classical theory for discovering reasons and preconditions for forming gender stereotypes and preconceptions relevant to competence level, empathy and level of pedagogical skills within scope of cross-cultural communication discourse.
The purpose of this study is to show how game methods of work and gamification techniques are actually implemented by modern teachers in English classes in both full-time and distance education. The results of the survey of the English language teachers.
Game as an important method of training for children of preschool and younger school age. Positive sides of didactic games in the process of teaching, main directions realization of game receptions at a fixed form of occupations. Cases use game activity.
Game-based learning and its impact on intrinsic motivation and performance of students, in particular speaking skills. The theoretical part includes definitions of main concepts such as intrinsic and extrinsic motivation, gamification and creativity.
The place, role of video game culture in the context of the meta modern trend. Analysis of its semantic content and prospects in the perspective. The phenomenon of video games as a product of the demands and challenges of post-non-classical neoculture.
The main characteristic of improving lexical skills as an important part of teaching English. Analysis of the concept and purpose of learning vocabulary. The development of a lesson using different types of games in the education of foreign speech.
The article examines the peculiarities of using gamification as one of the most effective tools in the education system, which diversifies and increases the effectiveness of foreign language learning. Motivation of students to learn a foreign language.
Peculiarities of using gamification as one of the most effective tools in the higher education system, which diversifies and increases the effectiveness of foreign language learning. Ways to increase students' motivation to learn a foreign language.
The gamification as a advantage in the process of learning a foreign language. Analysis of students' motivation to learn a foreign language as a prerequisite for achieving a high level of knowledge. Using gamification tools as a means of increasing it.
- 12. Gamification as a tool for increasing the efficiency of professional training in higher education
Devoted and characterized to issues of improving the effectiveness of the process of studying mathematics methods in higher education with the help of game technologies. Analyzes the main various classifications of game technologies in education.
Consideration of the relationship between motivation and assessment as key aspects of learning French. Research of features of aspects of gamified assessment in French lessons as a foreign language. Applying game mechanisms in non-game contexts.
The effectiveness of gamified learning environments in motivating students and advancing their language skills. The potential of gamification as a powerful tool in English language teaching and learning. Integration of game elements into main programs.
History and evolution of gamification, its nature and main elements. Gamification in teaching linguistics skills. Description, features of digital gamification tools, the value of serious gaming and simulation. The place of gamification in the ESL class.
Increased competition in the digital environment leads to the search for effective tools to attract targeted traffic to websites. Search engine marketing, which includes search engine advertising, allows to achieve this aim by means of technical settings.
The use of game technologies in the educational process is a well- developed issue by both domestic and foreign scientists. Due to the development of technology and computer networks, game theory has been enriched with new ideas and more technological.
- 18. Gamification technologies in the educational process of SMART-TNPU in the computer science teaching
The possibilities of using gamification technologies in the organization of the educational process at the university and institutions of general secondary education during martial law. Analysis of their specifics during the study of IT courses.
Розкриття сутності поняття "Gamification" як використання ігрових практик та механізмів у неігровому контексті для залучення кінцевих користувачів до вирішення проблем. Характеристика основних принципів, що лежать в основі методики Gamification.
- 20. Gamifying "Whole-person education": the development of a mobile application with augmented reality
Description of the development of a gaming mobile application that integrates augmented reality. Augmented reality and gamification "Formation of a holistic personality" as educational strategies in learning in the period of innovative technologies.
Study of the social capital of games. Study of the theory of time displacement. Civic engagement and its classic predictors. Characteristics of the environment MMORPG. Impact of online gaming on social capital. Gaming social capital and civic engagement.
- 22. GAP-анализ
GAP Analysis как аналитическое исследование, изучающее несоответствие между текущим состоянием компании и желаемым. Сущность, цель и порядок работ при GAP-анализе. Цель управления структурной ликвидностью и применение метода разрывов GAP-анализа.
- 23. GAP-анализ
Gap Analysis как комплексное аналитическое исследование, изучающее несоответствия, разрывы между текущим состоянием компании и желаемым. Поиск возможностей и конкурентных преимуществ. Виды и основные категории разрывов, последовательность анализа.
Basic methods of identifying and "filling" gaps to provide equivalent translation used by an interpreter. Classifications of types of gaps that can occur due to subjective and objective factors at almost all levels of the language or speech system.
Special attention is drawn to the classification of gaps, which may occur due to subjective and objective factors practically at all levels of the linguistic system. The methods of identifying in the gaps in order to provide equivalent interpreting.
Consideration of the GARCH model with jumps. Model GARCH-Jump, supplemented by the intensity of the news, the obtained empirical results. Changes of the intensity of the jump with time, its linear dependence on the number of positive and negative news.
Water - a component of a natural landscape, which is used by people for creation a comfortable environment, beautiful parks and recreation areas. Garden pond - an important element of the landscape design, which gives a stylish look to a garden site.
William Kent like an architect, painter and furniture designer who introduced Palladian style architecture to Great Britain. The concept of the English Park and the basic principles of its creation. The fundamental styles of Brirish gardening art.
"Pontic Linden" - the border that served to strengthen Roman positions in the South Caucasus. Apsarus - one of the significant places of the Caucasus defensive line. Architectural feature of the earlier fortification structure of Tsikhisdziri outpost.
Gartner Hype Cycle methodology як спроба виявлення закономірностей розвитку сучасних інформаційно-комунікаційних технологій. Розробка та використання в сферах життєдіяльності людини NBIC-технологій. Сфера інформаційних і комунікаційних технологій.