Reforming the education system of Ukraine in the context of social transformations necessitates its improvement, bringing it closer to the levels of world educational standards. The education reform needs qualified personnel of a new generation for educational activities. In this regard, teachers and psychologists are becoming more and more aware of the urgent need to create and use personally-oriented pedagogical technologies, which include project technology. Culture programs all types of human activity. Therefore, there is a culture of work, everyday life, economic, artistic, political, family, pedagogical culture, etc. One of the varieties is project culture, but it has not yet been sufficiently revealed in the practical activities of future specialists. The interaction between the teacher and students working in project groups is quite important in the process of game design. This cooperation is important at each of the design stages. During the design process, both teachers and students acquire the skills of a culture of communication, mutual respect, search and selection of information, critical thinking, analysis of situations, making alternative decisions, etc. The ability of the teacher to organize joint activities with students is significant in the use of game design. Formation of project culture among future specialists will be more effective under the conditions of implementation of game design. which we applied during the pedagogical study "Personal Imageology", we define it as a personally oriented active didactic technology, which consists in the creation by students of a game project under the guidance of the teacher in accordance with its main stages in order to effectively prepare for innovative activities and develop the creative abilities of the individual. The project culture of the future specialist will be understood as a complex dynamic formation that involves the presence of a system of professionally significant knowledge, abilities and skills (psychological-pedagogical, professional, methodical), acquired experience and personal qualities (intelligence, erudition, humane character traits), which in aggregate ensure his effective interaction with students, professional and personal self-development. We see our further work in the development of game projects for professional disciplines in technological education.
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Savchenko et al. (2024) studied this question.
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