THE POTENTIAL OF DIGITAL RESOURCES IN CREATING POSITIVE LEARNING EXPERIENCES
Abstract and keywords
Abstract (English):
The purpose of the article is to study the problem of forming a positive "student experience". Formation of a positive "student experience" is based on the application of principles and strategies of individualization of learning, based on the fact that dopamine is necessary for memorization and acquisition of knowledge, motivation and concentration of the learner. Gamification is a trend of modern education, it is a technology of adaptation of gaming methods to non-game processes for greater involvement of learners in the educational process. In educational situations of gamification, elements of computer games are used, while digital resources used for educational purposes, for playback of which a computer is needed, are actively used: Miro board, Wooclap and Google Forms test designers, Padlet, Prezi, Haiku Deck and others. Conclusions are made that by applying a differentiated approach to the selection of tasks, through digital educational resources it is possible to form a positive attitude of learners to learning and a positive "student experience".

Keywords:
education, student experience, principles, digital educational resources, online platforms
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