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    Документ
    POSSIBILITIES OF TOPICAL GAME-INTERACTIVE METHODS IN TEACHING STUDENTS IN HIGHER EDUCATION INSTITUTIONS
    (AD ALTA (Web of Science), 2021) OLENA STRELCHENKO; INNA KOZYNSKA; OLEXANDR KOZYNSKYI; GALYNA BORYN; OLENA VAZHENINA
    Scientific and technological progress puts new requirements not only for the person himself, but also for the system of higher professional education. The contradiction that has arisen between the growing volume of information and the crisis of didactic methods of training specialists requires a transition to fundamentally new technologies of vocational training. The need to change the priorities of professional training of specialists in the direction of the development of heuristic and creative thinking, the formation of the individual as a subject of self-development, mastering the tools for managing his own educational activities is becoming increasingly more obvious. In this regard, the reorientation of the system of higher professional education towards innovative activities is becoming an important tool in ensuring the competitiveness of graduates in the labor market. The transition to a competencebased approach in organizing the learning process provides for the widespread use of active and interactive forms of conducting classes in the educational process. The article substantiates the need to use interactive learning in the higher education system. The content of the concepts “interactive teaching”, “interactive forms and methods of teaching” is analyzed. One of the more effective methods is gamification of teaching process, playing activities, the advantages and capabilities of which are discussed in detail in the article.

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