Abstract

The article describes the problem of increasing involvement of students in the educational process, presents the types of involvement, as well as ways to increase it. One of the ways is connected with the addition of game elements to the educational process, using game elements and game technologies in non-game activities (gamification). As a practical example of increasing involvement and the use of gaming technologies, the use of chatbots in the learning process is considered. The article presents some theoretical aspects of chatbot technology: the concept of a chatbot, types of chatbots, areas of application of chatbots in education. To create a chatbot, which can later be used in lessons, it is proposed to use the free BorisBot service. The article provides an algorithm for creating didactic materials in this service.

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