
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.