No. 2 (105), 2024 · 342–344 · DOI: 10.24412/1991-5497-2024-2105-342-344
THE USE OF GAMING TECHNOLOGIES IN THE EDUCATIONAL ACTIVITIES OF ORGANIZATIONS OF THE MINISTRY OF INTERNAL AFFAIRS OF RUSSIA
Abstract
The article deals with a problem of using gaming technologies in the educational process of universities of the Ministry of Internal Affairs of Russia. The author examines examples of the use of gaming technologies in all types of educational activities: educational (theoretical and practical) and extracurricular (competitions, etc.). The article analyzes the category of “game”, its types, essence and examples of gaming technologies, the basic principles of their implementation, the possibilities and advantages of using virtual and augmented reality in the classroom. The author explores a problem of relevance and expediency of using various forms of gaming technologies in the educational process of higher educational institutions of the Ministry of Internal Affairs of Russia. In the study, the author comes to the conclusion that the use of gaming technologies in educational activities makes it possible to strengthen the motivation of cadets and students, continuously improve their practical skills, solve urgent tasks of law enforcement agencies in the field of updating professional information. The article concludes that the analysis of materials, examples of the use of game technologies in the educational process of universities of the Ministry of Internal Affairs of the Russian Federation, indicate the expediency and activation of the use of various forms of game technologies.
Keywords: digitalization, educational process, game, game technologies, virtual and augmented reality
Full text in Russian.
How to cite
Razbegaev P.V. THE USE OF GAMING TECHNOLOGIES IN THE EDUCATIONAL ACTIVITIES OF ORGANIZATIONS OF THE MINISTRY OF INTERNAL AFFAIRS OF RUSSIA. The World of Science, Culture and Education. 2024. No. 2 (105). 342–344. DOI: 10.24412/1991-5497-2024-2105-342-344