RU

Keyword: «gaming»

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The thematic justification of this study is due to the fact that in recent years the problem of improving the training level of specialists with higher professional economic education has become of high priority. Today, training should be entertaining, and students should remain highly motivated. This study aims to answer the question whether the using of gamification in the system of higher professional economic education could improve the training level of specialists and how. The methodological basis of this study is a set of methods of scientific knowledge, among which the main place is occupied by the analysis of literature on the problem of the research, pedagogical experiment, questioning and methods of mathematical statistics. The result of the study is the conclusion that the implantation of gamification in the system of higher professional education could improve the degree of training of students upon many parameters.
The work demonstrates promising areas of research in network and electronic discourse. here linguistics plays the role of the younger sister of communication studies. This direction is relevant in connection with the role that this type of discourse plays in social life
This article examines the current state of the game industry market in Russia, presents the main macro indicators of the volume of both domestic and global markets, and also presents and analyzes the trends in the development of the video game market in the country for the near future. The article highlights the current problems faced by companies in the development of this industry in the market, both from the consumers and from the players ' companies. The article also suggests possible directions and ways to overcome existing problems and ways to accelerate the development and growth of this market segment.
The article examines the essence of the process of gamification of education in a higher educational institution. The introduction of digital games into education is studied, the positive and negative consequences of the gamification of education at the university are analyzed, and the specificity of the use of digital games in military educational institutions is considered. As a result, recommendations were formulated for the gamification of education in military educational institutions.