Application of integrative game-based technologies for the development of social competence of learners in educational institutions
DOI:
https://doi.org/10.5281/zenodo.16884953Keywords:
social competence, icebreaker games, learners, interaction, adaptation, pedagogical technologyAbstract
The article is devoted to the theoretical substantiation and analysis of the practical possibilities of using integration game technologies as an effective tool for the formation and development of learners’ social competence within the context of the modern educational process. Social competence is considered a key personal characteristic that ensures successful adaptation to the social environment, constructive communication, emotional self-regulation, and the ability to collaborate.
To achieve the stated goal, a set of theoretical and empirical methods was employed, including the analysis of psychological and pedagogical literature on the research topic, a comparative analysis of contemporary approaches to the formation of social competence across different educational systems, and the systematization of practices involving integration game technologies (icebreakers) in institutions of secondary, vocational, and higher education. The practical basis of the study includes pedagogical observation, analysis of the experience of implementing integration games into the educational process, and oral surveys of learners regarding the impact of icebreaker games on the development of social competence.
The results of the study demonstrated that the use of integration games in the educational process contributes to the effective formation of such social skills as verbal and nonverbal communication, empathy, teamwork, openness, cognitive flexibility, and conflict resolution culture. It has been established that icebreaker games have a positive effect on creating a safe educational environment, enhance emotional comfort, and promote successful socialization of learners. A typology of integration exercises is presented, outlining their objectives, relevant components of social competence, interaction formats, and methods of implementation in educational practice.
The findings allow us to conclude that this pedagogical technology holds significant potential for influencing the development of social competence in students of various ages, genders, levels of education, and social backgrounds. Future research should focus on developing tools to assess the dynamics of social competence and adapting integration game-based methods to the needs of inclusive and blended learning.
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