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Please use this identifier to cite or link to this item: https://libeldoc.bsuir.by/handle/123456789/65583
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dc.contributor.authorKrynka, O. V.-
dc.coverage.spatialМинскen_US
dc.date.accessioned2026-08-20T08:26:08Z-
dc.date.available2026-08-20T08:26:08Z-
dc.date.issued2026-
dc.identifier.citationKrynka, O. V. Gaming as a medium of studying / O. V. Krynka // Актуальные вопросы экономики и информационных технологий : сборник материалов докладов 62-й научной конференции аспирантов, магистрантов и студентов БГУИР, Минск, 13–17 апреля 2026 г. / Белорусский государственный университет информатики и радиоэлектроники. – Минск, 2026. – С. 759–760.en_US
dc.identifier.urihttps://libeldoc.bsuir.by/handle/123456789/65583-
dc.description.abstractThe aim of the paper is to explore the potential of gaming as an effective medium for education and cognitive development. It reviews several research works demonstrating how gaming environments enhance problem-solving skills, information processing, and decision-making abilities through immersive scenarios. The examples of games of the kind are provided and revised in the publication. The article highlights the uprising potential of implementing the process of studying gamification in modern educational institutions.en_US
dc.language.isoenen_US
dc.publisherБГУИРen_US
dc.subjectматериалы конференцийen_US
dc.subjectgame-based learningen_US
dc.subjecteducational gamesen_US
dc.subjectgamification of educationen_US
dc.subjectinteractive learningen_US
dc.subjectgaming platformsen_US
dc.titleGaming as a medium of studyingen_US
dc.typeArticleen_US
Appears in Collections:Актуальные вопросы экономики и информационных технологий : материалы 62-й научной конференции аспирантов, магистрантов и студентов (2026)

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