AREAS OF APPLICATION OF EDUCATIONAL GAMING TECHNOLOGIES AT DIFFERENT LEVELS OF PROFESSIONAL EDUCATION

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Irina Y. Burkhanova , Elena V. Bystritskaya , Gerold L. Drandrov , Svetlana S. Ivanova , Anastasia V. Stafeeva , Nikolay B. Vorobyov

Abstract

In the modern world, the individuality of a person who freely adapts to the conditions, the changes of which are sometimes outside the logical chain of predictable events, is in the foreground. In this situation of educational development at all levels of education, including vocational education, game technologies are in maximum demand. To date, only separate points of application of game-based educational technologies within the framework of vocational education have been developed. Therefore, it is necessary to develop a comprehensive system for the application of game forms and technologies of programs within training and extracurricular activities of students in higher education and trainees of professional development and professional retraining courses in additional vocational education. The application of game-based educational technologies will enhance the efficiency of professional education and training activities, as well as personal self-determination and selfdevelopment of students. The purpose of the study is to identify the target orientation of the application of game educational technologies at different levels of vocational education. As a result of the study the directions of the use of game educational technologies in the system of professional education were determined. The most preferable types of game technologies and their orientation for different levels of professional training were identified. The materials of the study can be applied in the practice of teachers of higher education at the undergraduate and graduate levels, as well as in the system of additional professional education.

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