Overcoming Psychological Barriers in Learning through Educational Games

2024

Closed access Metadata (CSL-JSON)
DOI 10.37788/2024-4/26-30
Data confidence 70 medium
How this score is calculated

It is built from checkable properties of the record itself: whether the article has a DOI, how many independent sources confirmed its data, whether the required fields are filled in, and how recent the latest confirmation is. Disagreement between sources and a missing identifier lower it. A value of 80 or above means the record was published without further checking; 60 to 79 means it is published at reduced confidence, with a manual check advisable. A record verified by an editor by hand is never pushed below 90 by a recalculation. This scores our data about the article, not the article itself.

Abstract

Of the research is that these barriers significantly complicate the learning process, reducing the level of motivation and involvement of students. This article examines the psychological barriers that students face in an educational environment, including fear of mistakes, anxiety, insecurity, and communication difficulties. Study the impact of educational games as an innovative method for overcoming these difficulties. Include an analysis of pedagogical practice, as well as examples of foreign and domestic studies confirming the effectiveness of the game approach. The research results show that gaming technologies such as role-playing games, group tasks, and case studies help students feel more confident, learn new communication strategies, and develop teamwork skills. The use of games helps to reduce anxiety, improve mood and create a favorable learning atmosphere, shifting the focus from the result to the learning process. The conclusions of the study indicate the need to introduce gaming methods into the educational process in order to increase its effectiveness and create a comfortable environment for the full development of students.