Gaming Technologies in Professional Education
Vaganova O. I.

Vaganova O. I.. Minin Nizhny Novgorod State Pedagogical University, Nizhny Novgorod, Russian Federation.
Manuscript received on September 16, 2019. | Revised Manuscript received on 24 September, 2019. | Manuscript published on October 10, 2019. | PP: 2059-2063 | Volume-8 Issue-12, October 2019. | Retrieval Number: L32651081219/2019©BEIESP | DOI: 10.35940/ijitee.L3265.1081219
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Abstract: The specificity of modern higher education is the organization of the learning process, as close as possible to the real professional conditions of future graduates, which is based on the actual achievements of science and practice, including various pedagogical technologies. The paper presents gaming technologies as one of the most effective in the process of organizing successful training of students in higher education. The purpose of the article is to consider the possibilities of formation of competencies of future teachers of vocational training. The paper presents the experience of the implementation of game technologies of training of students of higher educational institutions in the field of training “Vocational training (by industry)”. The requirements for conducting business games taking into account the specifics of “Labor law” and “Civil law” are disclosed. The structure of games in these disciplines, as well as the functions and process of use, the criteria for assessing the activities of students in the implementation of business games. The use of business games as one of the components of gaming technologies allows improving the process of formation of competencies of future teachers of vocational training.
Keywords: Game Technologies, Competences, Competence Approach, Higher Education Institution, Professional Education, Pedagogical Technologies, Game Situation
Scope of the Article: Smart Learning and Innovative Education Systems