USING EER FOR GAMIFIED LEARNING
The article deals with the issue of using electronic educational resources as one of the most effective forms of education and an important tool for improving its quality. The question of how the introduction of EER in the educational process affects the content of educational materials, the activities of teachers and students, as well as the forms and methods of teaching are considered. The authors describe in detail the possibility of using the free AXMA Story Maker program to create interactive stories, text games and quests.