Introduction of game-playing technologies into educational process of higher educational institutions

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The article deals with topical issues of introducing game-playing technologies into academic practice, it analyses main directions of promoting efficiency when giving classes of different kinds to university students: differentiation based on the level of education and competencies that are to be formed; optimization of improving academic staff qualifications, of enhancing educational facilities.

Game-playing technologies, business play, role-playing games, organizational-activity games, and organizational-mental games

Короткий адрес: https://sciup.org/148160667

IDR: 148160667   |   DOI: 10.25586/RNU.V925X.18.01.P.112

Статья научная