The Use of Gamification Gaming Technologies in the Educational Process
DOI:
https://doi.org/10.51699/ajsld.v2i8.2371Keywords:
gamification, gamification of gaming technologies, science, system, competence, competence content, part, education, standardAbstract
the article highlights the content of such concepts as "gamification", "gamification of gaming technologies", describes the content of the use of gamifying gaming technologies in the organization of educational activities, its capabilities and advantages.
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Published
2023-08-16
How to Cite
N. H. Vohidova. (2023). The Use of Gamification Gaming Technologies in the Educational Process. American Journal of Science and Learning for Development, 2(8), 50–52. https://doi.org/10.51699/ajsld.v2i8.2371
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