Electronic gaming technologies in professional education

نویسندگان

چکیده

Purpose of the article: analysis experience implementing electronic gaming technologies in professional education. Methodology: an increase use innovative tools (in percentage) over a five-year period was revealed, survey conducted, which made it possible to establish influence on formation digital and competencies students higher educational institutions. Results: used process vocational training expand opportunities for competitive specialists.

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ژورنال

عنوان ژورنال: Revista Amazonía investiga

سال: 2021

ISSN: ['2322-6307']

DOI: https://doi.org/10.34069/ai/2021.47.11.2