Game Technology in the Educational Process: Technological Features of Games in the Learning Process

Mikhail Stepanov, Olga Gerget

Abstract


Currently, the issue of education involves the inclusion of a number of important aspects, such as a combination of innovations and traditional forms of work, as well as the introduction of interactive methods that are closely intertwined with the ideas of multi-level inclusion of students in the educational process. Gaming technologies allow combining interactive teaching methods and innovations that give special specificity to the technological support of games in the learning process. Of course, the use of the gaming method has a number of limitations that the government is trying to cope with by financing material re-equipment and developing programs to attract sponsors to educational institutions for the purpose of their digitalization. The latter is due to the decision taken to transition to technological sovereignty and the development of programs to improve digital competencies in educational institutions of the country. Considering both theoretical and practical aspects of the introduction of gaming technologies in the educational process, we can conclude that the modern approach to training schoolchildren has both strategic importance, preparing graduates with digital competence, and value, forming a new level of training graduates.


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References


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