IN THE PROCESS OF PRACTICAL TRAINING OF HIGHER EDUCATION MUSSASAS, “KAHOOT!"USE OF THE PROGRAM AS CONTROL AND QUESTION- AND-ANSWER TECHNOLOGY
Keywords:
educational technology, game, educational qualityAbstract
This article contains a detailed description of the modern technology "Kahoot!"
program, which can be used in the process of working with students of higher education
institutions and organizing questions and answers, testing students' cognitive skills and acquired
knowledge, as well as its methods of use.
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Published
2025-11-02
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