Abstract
This article explores the significance of didactic game technologies in the educational process, particularly their application in literary education, as well as their role in developing students’ creative thinking, aesthetic taste, and speech culture. The types of didactic games, their functional roles in the classroom, and their features that enhance students’ motivation and contribute to deeper assimilation of learning materials are analyzed from a scientific and theoretical perspective. Moreover, methods of selecting and applying game technologies appropriately in literature lessons are substantiated through practical examples.
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