THE SIGNIFICANCE OF USING GAME-BASED TECHNOLOGIES IN LITERATURE CLASSES FOR THE DEVELOPMENT OF STUDENTS’ CREATIVE ABILITIES
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Abstract
This article provides a comprehensive analysis of the significance of game-based technologies in the development of students’ creative abilities in literature classes. In the context of declining reading motivation among modern learners and changes in their cognitive characteristics, the necessity of shifting from traditional reproductive teaching methods to interactive models is substantiated. The paper examines the mechanisms of transitioning from passive perception of a literary text to its active creative reinterpretation. In particular, the role of role-playing, literary quests, and elements of digital gamification in developing divergent thinking and emotional intelligence is highlighted. The study concludes that game-based activity is not merely a supplementary method, but a significant factor in the formation of a creatively active personality in the modern educational environment.