The World of Science, Culture and EducationISSN 1991-5497 · ISSN 1991-5500

No. 2 (111), 2025 · 210–212 · DOI: 10.24412/1991-5497-2025-2111-210-212

THE ATTITUDE OF STUDENTS OF ADDITIONAL PROFESSIONAL EDUCATION PROGRAMS TO GAMING TECHNOLOGIES IN THE LEARNING PROCESS

Petronyuk I.S.

Abstract

The article discusses a problem of using gaming technologies for continuing professional education programs. The article provides an overview of existing educational gaming technologies. An analysis is also given of how students relate to the use of gaming technologies during the advanced training course. The results are based on surveys of students using diagnostic techniques. The substantiation of the prospects of using gaming technologies in the field of additional professional education with a differentiated approach of students is given. An attempt is made to consider the effectiveness of using gaming technologies to reduce stress among students during the educational process, as well as to increase the activity of their participation in the educational process due to their emotional involvement in the game. This process is important for an audience of adult learners. The research materials can be used in the practice of organizations of additional professional education and in the system of retraining and advanced training.

Keywords: additional professional education, training, game, game technology, attitude, professional development, additional education programs, students, motivation

Full text in Russian.

How to cite

Petronyuk I.S. THE ATTITUDE OF STUDENTS OF ADDITIONAL PROFESSIONAL EDUCATION PROGRAMS TO GAMING TECHNOLOGIES IN THE LEARNING PROCESS. The World of Science, Culture and Education. 2025. No. 2 (111). 210–212. DOI: 10.24412/1991-5497-2025-2111-210-212