Electronic gaming technologies in professional education - Núm. 10-47, Noviembre 2021 - Amazonía Investiga - Libros y Revistas - VLEX 908528908

Electronic gaming technologies in professional education

AutorOlga I. Vaganova, Marina R. Zheltukhina, Anna I. Sinina, Julia M. Tsarapkina, Olga P. Kokoulina
CargoOlga I. Vaganova, Minin Nizhny Novgorod State Pedagogical University, Nizhny Novgorod, Russia. Minin Nizhny Novgorod State Pedagogical University, Nizhny Novgorod, Russia. Marina R. Zheltukhina, Volgograd State Socio-Pedagogical University, Volgograd, Russia. Volgograd State Socio-Pedagogical University, Volgograd, Russia. Anna I. Sinina, ...
Páginas19-26
Volume 10 - Issue 47
/ November 2021
19
htt ps: // w ww.a maz onia inve sti ga.i nfo I SSN 232 2- 630 7
DOI: https://doi.org/10.34069/AI/2021.47.11.2
How to Cite:
Vaganova, O.I., Zheltukhina, M.R., Sinina, A.I., Tsarapkina, J.M., & Kokoulina, O.P. (2021). Electronic gaming technologies in
professional education. Amazonia Investiga, 10(47), 19-26. https://doi.org/10.34069/AI/2021.47.11.2
Electronic gaming technologies in professional education
ЭЛЕКТРОННЫЕ ИГРОВЫЕ ТЕХНОЛОГИИ В ПРОФЕССИОНАЛЬНОМ
ОБРАЗОВАНИИ
Received: September 20, 2021 Accepted: November 20, 2021
Written by:
Olga I. Vaganova4
https://orcid.org/0000-0001-8347-484X
Marina R. Zheltukhina5
https://orcid.org/0000-0001-7680-4003
Anna I. Sinina6
https://orcid.org/0000-0002-9484-9675
Julia M. Tsarapkina7
https://orcid.org/0000-0002-3807-4211
Olga P. Kokoulina8
https://orcid.org/0000-0001-7495-9511
Abstract
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.
Key Words: electronic gaming technologies,
digital competencies, vocational education,
higher education institution, competencies.
Introduction
With the development of scientific and
technological progress, the transformation of
4
Minin Nizhny Novgorod State Pedagogical University, Nizhny Novgorod, Russia.
5
Volgograd State Socio-Pedagogical University, Volgograd, Russia.
6
Humanities and socio-economic disciplines department Russian State University of Justice, Saint-Petersburg, Russia.
7
Russian State Agrarian University - Moscow Timiryazev Agricultural Academy, Moscow, Russia.
8
Plekhanov Russian University of Economics, Moscow, Russia.
social structures and the active introduction of
digital products into society, the requirements of

Para continuar leyendo

Solicita tu prueba

VLEX utiliza cookies de inicio de sesión para aportarte una mejor experiencia de navegación. Si haces click en 'Aceptar' o continúas navegando por esta web consideramos que aceptas nuestra política de cookies. ACEPTAR