Theoretical Foundations of the Use of Gaming Technologies for the Development of Teachers’ Creative Potential

One of the priorities of modern education is the development of students’ creative abilities. Many researchers recommend gaming technologies for this purpose. At the same time, they point to the lack of preparation of teachers for the use of games in their professional practice. The article provides an analysis of game activity in various scientific approaches and substantiates its application in additional education to develop the creative potential of teachers. Empirical conclusions of modern researchers are presented. The game and gaming activities are considered in philosophical, anthropological, cultural, cultural and historical contexts. The principles of andragogy, active learning, constructivism, and a trusting supportive educational environment justify the use of game and theatrical forms that help teachers experience the atmosphere of play as a continuous process of “co-creation, collaboration, and joint activity” (I.V. Wagner) for further use in solving their pedagogical tasks.

Authors

Institutions

Publication Details

Journal
Profession-oriented School
Published
2025-09-09
DOI
https://doi.org/10.12737/1998-0744-2025-13-4-46-50
Primary Topic
Educational Innovations and Challenges
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Theoretical Foundations of the Use of Gaming Technologies for the Development of Teachers’ Creative Potential

A. Sizov
Profession-oriented School
Educational Innovations and Challenges
article

Theoretical Foundations of the Use of Gaming Technologies for the Development of Teachers’ Creative Potential

A. Sizov
article en

Abstract

One of the priorities of modern education is the development of students’ creative abilities. Many researchers recommend gaming technologies for this purpose. At the same time, they point to the lack of preparation of teachers for the use of games in their professional practice. The article provides an analysis of game activity in various scientific approaches and substantiates its application in additional education to develop the creative potential of teachers. Empirical conclusions of modern researchers are presented. The game and gaming activities are considered in philosophical, anthropological, cultural, cultural and historical contexts. The principles of andragogy, active learning, constructivism, and a trusting supportive educational environment justify the use of game and theatrical forms that help teachers experience the atmosphere of play as a continuous process of “co-creation, collaboration, and joint activity” (I.V. Wagner) for further use in solving their pedagogical tasks.

Profession-oriented SchoolVol. 13(4)
Moscow University «Synergy» (RU)
Openalex Percentile: Top 64%
Educational Innovations and Challenges
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Theoretical Foundations of the Use of Gaming Technologies for the Development of Teachers’ Creative Potential — A. Sizov · Profession-oriented School (2025) | TGRS Research Map | TGRS