Desktop intellectual games and their use in the educational process of institutions of general secondary education
The article is devoted to the research of the essence of intellectual games and analysis of the experience of their use in the educational process of institutions of general secondary education. The author’s position on understanding the essential traits of intellectual games has been expressed. The article presents the classification of board intellectual games into games on a special board, card games and dice games. It is stated that various activities aimed at popularizing desktop intellectual games among schoolchildren are supported by of certain international non-governmental organizations. Particular attention deserves the activity of the World Chess Federation, which in its structure created a special unit on school chess and initiated the adoption by the European Parliament of the Declaration on the implementation of the program "Chess in School", which became a significant event for the development of school chess. In the article on the example of chess, draughts and Go, the positive influence of desktop intellectual games on the development of many qualities of pupils is substantiated. These games contribute to improving mental skills, develop memory, attention, thinking skills, increase interest in schooling, and provide ample opportunities for self-knowledge and self-realization. The level of mastery of such games is an indicator of the intellectual development of students. Using the methods of analysis and comparison, the experience of using desktop intellectual games in the educational process of Ukrainian and foreign institutions of general secondary education was investigated. The problems of the domestic educational process are described. It is emphasized that chess is the most preferred among the whole set of desktop intellectual games in the institutions of general secondary education of Ukraine. Desktop intellectual games have significant pedagogical potential. The conclusion is made on the expediency of using such games in the educational process of institutions of general secondary education as a means of versatile development of a student.
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