Main Article Content
Abstract
Innovation is a complex process that involves the creation of a new scientific, practical tool, that is, the creation, dissemination and application of new social needs [1]. The basis of the use of gaming technologies is the activation and acceleration of the pupils. Didactic games require to use knowledge, skills and abilities in practice. The qualifications and skills of basic education focuses on enhancing and amplifying work skills. However, most schools do not use didactic games because teachers do not know how to organize and use this games. Therefore, the proposed didactic games are designed for the general secondary school curriculum of organic chemistry. These didactic games provide pupils with skills such as their own talents, interests, knowledge, and self-expression, creative approach, logical thinking, and team dialogue [2, 3].