Abstract

The article focuses on the role of information and communication technologies in all spheres of human life, in particular higher education. Indicated on the changing attitudes of the new generation of study that is growing on the basis of gadgets and digital applications. The author has noted about necessity to research new approaches to optimize the educational process by teaching staff of higher education institutions of all ownership forms according to the needs and features of the modern student generation. The essence of gamification was found out, the possibilities of using its methods as an effective means of involving students in play activities in the classroom and increasing the level of their motivation and academic success was researched. It has been recognized that in this context, scientific developments acquire particular importance that to one degree or another touched researching of the advantages and disadvantages of using game teaching methods in combination with web tools in higher education. Based on the theoretical analysis results of foreign and domestic colleagues’ works in this field, one has singled out the components of the gamified educational process and the main game elements that form the mechanics of the gamification process. It is noted that quite important in this aspect is the dissemination of their work, which highlights the optimal ways to implement methods of gamification, namely in the process of training applicants for the specialty 016.01 Special Education (Speech Therapy). Taking into account the available own developments, one has offered more effective ways of using digital tools in teaching certain disciplines which have been proposed to students. A list of free and available online platforms and applications for gamification of the educational process in higher education is presented. The given examples of use of LearningApps, Wordwall, Baamboozle, Quizlet, Kahoot at studying of educational disciplines by applicants of a specialty 016.01 Special education (Speech therapy), the maintenance of such interaction is characterized. Key words: information and communication technologies, educational process, gamification, gamification methods, online applications and platforms.

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