Vectors of Application of Gaming Educational Technologies in Professional Education
The article discusses the possibilities of using educational gaming technologies in the vocational education system. The aim of the paper is to determine the vectors for the use of various types of educational game technologies for the professional development and self-development of students. The objective of the research is to identify the types of educational game technologies for the formation of the game and game-technical culture of the future teacher. The hypothesis of the study was the assumption that different types of educational gaming technologies form a gaming culture and by changing self-attitude when activating various I concepts. The types of gaming educational technologies that contribute to a change in self-attitude through an object through self-transformation are identified.