Olga I. Vaganova, Marina R. Zheltukhina, Anna I. Sinina, Julia M. Tsarapkina, Olga P. Kokoulina
Purpose of the article: analysis of the experience of implementing electronic gaming technologies in professional education. Methodology: an increase in the use of innovative electronic tools (in percentage) over a five-year period was revealed, a survey was conducted, which made it possible to establish the influence of electronic gaming technologies on the formation of digital and professional competencies of students of higher educational institutions. Results: electronic gaming technologies and digital tools used in the process of vocational training expand the opportunities for training competitive specialists.
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