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dc.contributor.authorHoliuk, Oksana-
dc.contributor.authorKruty, K.-
dc.contributor.authorDesnova, Iryna-
dc.contributor.authorBlashkova, Olena-
dc.contributor.authorKorylchuk, N.-
dc.date.accessioned2024-03-26T16:31:25Z-
dc.date.available2024-03-26T16:31:25Z-
dc.date.issued2022-
dc.identifier.urihttp://repository.mu.edu.ua/jspui/handle/123456789/6011-
dc.descriptionHoliuk O. Problems and Prospects of Formation of Digital Competence of Future Scientific and Pedagogical Workers of Higher Education Institutions Through Gamification: Opportunities Kahoot, Quizlet in the European Union / O. Holiuk, K. Kruty, I. Desnova, O. Blashkova, N. Korylchuk // Journal of Curriculum and Teaching. – 2022. – Vol. 11, No. 4. – pp. 108–119.en_US
dc.description.abstractThis article discussed the trends and features of the formation of digital competence of future teachers through virtual games such as Kahoot and Quizlet. The purpose of this article was to identify modern features of the use of virtual games in the educational process of future teachers in European Union. To achieved this goal, an analytical study was conducted on the use of Kahoot and Quizlet in education. As a result, conclusions were made about a significant increase in the level of use of gamification tools in various types of educational activities of future research and teaching staff. It is concluded that the use of gamification tools in various types of educational activities requires students to develop additional skills that are necessary in today's world.en_US
dc.language.isoenen_US
dc.subjecteducationen_US
dc.subjectvirtual realityen_US
dc.subjectdigital competenciesen_US
dc.subjectinformation technologiesen_US
dc.subjectdigitalizationen_US
dc.subjectvirtual gameen_US
dc.titleProblems and Prospects of Formation of Digital Competence of Future Scientific and Pedagogical Workers of Higher Education Institutions Through Gamification: Opportunities Kahoot, Quizlet in the European Unionen_US
dc.typeArticleen_US
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