Abstract:
For a long time, the study of the brain capabilities for the improvement of the quality of education has been an urgent direction in pedagogical science. Due to the
development of digitalization, new areas of research have emerged related to the use
of special equipment that makes it possible to assess and control brainwork, develop
mental abilities, cognitive functions, etc. One of them is neurotechnology, which
is an effective means of transforming the educational process: it offers educational
content based on the individual characteristics of students. Thus, a need to concretize
the terminology and determine the current research areas arises. The article aims
to attempt to fill this gap with the help of a representative analysis of publications
on neurotechnologies, as well as the essence of neuroeducation. The practical value of the
article lies in testing the possibilities of neurotechnologies to increase the involvement
of students in the educational process. Through the hackathon format the authors of the
article-attracted students to develop neurogames as a tool for training self-control skills
like concentration and «calmness» used via a neuroheadset, which, in addition to the
measuring function, allows you to control the game using biofeedback. The successful
case of inviting students to the world of neurotechnology can be implemented in other
universities, as well as the enterprises of partner employers.
Keywords:
neuroscience, neuroeducation, neurotechnology, online education, neurogames, hackathon, vocational education
DOI:
10.52944/PORT.2021.47.4.007
