{"title":"人文课程中的信息与通信与游戏技术","authors":"N.A. Platonova","doi":"10.36906/ksp-2021/58","DOIUrl":null,"url":null,"abstract":"The use of mobile phones as a means of gaining knowledge in the classroom through gaming technology is quite common today. The use of the Learnis resource helps in the creation of quests and didactic games, and therefore the introduction of gaming technologies in the humanities lessons. The use of gaming technologies is relevant not only in primary school classes, but even in vocational schools.","PeriodicalId":237329,"journal":{"name":"IХ Международная научно-практическая конференция","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"INFORMATION AND COMMUNICATION AND GAME TECHNOLOGIES IN THE HUMANITIES LESSONS\",\"authors\":\"N.A. Platonova\",\"doi\":\"10.36906/ksp-2021/58\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of mobile phones as a means of gaining knowledge in the classroom through gaming technology is quite common today. The use of the Learnis resource helps in the creation of quests and didactic games, and therefore the introduction of gaming technologies in the humanities lessons. The use of gaming technologies is relevant not only in primary school classes, but even in vocational schools.\",\"PeriodicalId\":237329,\"journal\":{\"name\":\"IХ Международная научно-практическая конференция\",\"volume\":\"9 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-11-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IХ Международная научно-практическая конференция\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.36906/ksp-2021/58\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IХ Международная научно-практическая конференция","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36906/ksp-2021/58","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
INFORMATION AND COMMUNICATION AND GAME TECHNOLOGIES IN THE HUMANITIES LESSONS
The use of mobile phones as a means of gaining knowledge in the classroom through gaming technology is quite common today. The use of the Learnis resource helps in the creation of quests and didactic games, and therefore the introduction of gaming technologies in the humanities lessons. The use of gaming technologies is relevant not only in primary school classes, but even in vocational schools.