Theoretical analysis shows that using innovative technologies improves motivation in physical education, enhancing key competencies in secondary students.
The purpose of the article is to reveal the main theoretical aspects of the use of innovative technologies during the study of movement games with students of secondary education institutions. Research methods. A group of theoretical methods (analysis, comparison, synthesis, systematization and generalization of information) was applied in order to investigate the use of innovative technologies during the study of movement games. Results. The article reveals the problem of using modern innovative technologies in the process of studying movement games in secondary education institutions. The use of innovative technologies during the studying movement games is of great importance for modern pedagogical science and practice of physical education, and is based on the following basic provisions: updating pedagogical approaches, which considered movement games not only as a means of developing physical qualities, but also as a tool for forming students’ key competencies (social, communicative, value); synthesis of traditional and modern methods, which makes it possible to combine classical active games with modern learning technologies; development of pedagogical innovations aimed at individualized learning, developing creativity, cognitive activity and motivation of students to engage in Physical Education classes; formation of scientific and methodological foundations for modernization of education. The article defines innovative methods and innovative technologies, which can be used during the study of movement games with students in secondary education institutions. Innovative methods include: game methods, relay races with elements of active games, problem-based learning during movement games, situational tasks, problem questions, research projects, project method (individual and group), case method, brainstorming method, discussions, trainings and use of ICT. Innovative technologies include: ICT and multimedia resources, interactive teaching methods, interactive boards, fitness bracelets and gadgets, virtual and augmented reality (VR, AR), gamification technologies, project and health-saving technologies. An in-depth analysis of modern scientific and methodological literature has shown that the use of modern innovative technologies contributes to increasing students’ interest and motivation for Physical Education lessons. Particular attention is paid to the theoretical substantiation of the effectiveness of innovative means for developing students’ motor activity and forming a positive attitude towards physical exercise. The results of the study can be used by Physical Education teachers to improve the effectiveness of the educational process and develop methodological recommendations for organizing movement games in secondary education institutions. Conclusions. The use of innovative technologies in the process of studying movement games in secondary education institutions is an effective means of increasing students’ motivation and interest in Physical Education lessons, promotes the development of physical and social competencies, forms team interaction skills and makes Physical Education lessons modern, interesting and effective.
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Наталія Хлус (2025) studied this question.
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