a) Preliminary planning and preparation for the les-
In determining the status of pedagogical technolo-
son of the teacher;
gy, it is useful to correlate it with the scientific concept b) Training and education of students;
that underlies it, indicate the nomenclature of the goals c) Active participation of the class in the lesson;
achieved with its help, and determine all essential fea-d) Detailed discussion and pondering of the lesson
tures. Signs of educational technology are:
(lesson examples).
goals (in the name of which it is necessary for Educational and pedagogical games, in turn, are
the teacher to apply it);
divided into several types:
the availability of diagnostic tools, patterns of
1. Games using a fairy tale plot. A distinctive fea-
structuring the interaction of teachers and students, al-ture of such lessons is the imaginary attraction of fabu-
lowing to design (program) the pedagogical process;
lous magic characters to educational activities.
a system of means and conditions guaranteeing
All events are depicted sequentially, with all the
the achievement of pedagogical goals;
fabulous elements.
tools for analyzing the process and results of
These are such lessons:
teacher and student activities. In this regard, the integral
a lesson tale;
properties of pedagogical technology are its integrity,
travel lesson;
optimality, effectiveness, applicability in the real condi-
"Visiting a fairy tale";
tions of the educational process.
"Mysterious Island".
Consider an example: Theme. Active learning
2. Educational fantasy games. In these lessons,
methods. Business games.
with the help of imagination, a high emotional uplift and
The purpose of the lesson: Methodological and or-
mental tension are created, with the help of the game the
ganizational forms of independent work of students in most difficult concepts are remembered.
the academic lyceum;
Most often, these are generalized lessons:
Keywords: technology of alternative education, sit-
fantasy lesson;
uation modeling.
a lesson in creative thought;
Methodology of role-playing games (steps).
cartoon lesson;
1. The choice of a game situation. There are many
drawn film lesson;
situations that can serve as material for role-playing
lesson "In the world of animals";
games. During the game, students develop the skills of
lesson “Binom-fantasy”.
interviewing negotiations, research and decision mak-