Philosophical and methodological basis for using a heuristic game in the formation of meta-subject competences
Abstract
The article considers the axiological, epistemological and ontological meaning of the heuristic game, which allow developing and implementing the technology of its application in teaching English to schoolchildren. Understanding the philosophical and methodological foundations of the heuristic game makes it possible to implement it at the level of meanings, content, teaching technologies for primary and secondary school students, and therefore it can be studied by students of pedagogical specialites, practicing teachers, as well as teachers of higher educational institutions. Due to the synergy of the didactic features of heuristic learning and play, heuristic play becomes an effective learning tool that pushes the student to self-realisation and the formation of the skills necessary to become a successful person.
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