z-logo
open-access-imgOpen Access
Electronic gaming technologies in professional education
Author(s) -
Olga I. Vaganova,
Мarina R. Zheltukhina,
Anna I. Sinina,
Julia M. Tsarapkina,
Olga P. Kokoulina
Publication year - 2021
Publication title -
revista amazonía investiga
Language(s) - English
Resource type - Journals
ISSN - 2322-6307
DOI - 10.34069/ai/2021.47.11.2
Subject(s) - vocational education , professional development , process (computing) , emerging technologies , engineering management , business , knowledge management , medical education , engineering , computer science , psychology , pedagogy , medicine , artificial intelligence , operating system
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.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here