Abstract
The aim of the research is to model the architecture of the educational environment of the digital historical quantorium. Based on the dynamics of the emergence and the experience of profiling quantoriums, the article identifies their characteristic subject specialization. The possibility of creating a historical quantorium as a special educational space relevant to modern technoculture is considered. The scientific novelty of the work lies in identifying three educational clusters of the digital historical quantorium – video gaming, virtual reality, and augmented reality. Specific screen-digital educational activities are also modelled and serve as forms of teaching various aspects of History. The research resulted in the formation of a conceptual technological understanding of the possible clusters of the digital historical quantorium. Besides, a methodological toolkit for working in this educational environment was outlined, which can complement and update modern practices and approaches to the study of History.
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