Abstract:
The article presents the experience of application in higher education thematic intellectual game-quest-social and professional technology, a characteristic feature of which is the focus on the integration of various activities, convergence, mutual influence and mutual strengthening of social and professional skills. The proposed socio-professional technology is considered and justified from the point of view of conceptuality, consistency, didactic goal-setting, innovation, optimality, correctability and reproducibility of learning outcomes.
Keywords:
quest, Webquest, social and professional technology, integration of educational areas, integration of activities, interactive interaction, pedagogical technology
DOI:
10.24411/2307- 4264-2019-10411
