The article deals with online learning in higher education. Modern society is geared to get people into Internet space: we communicate, make purchases and, of course, learn there. Digital technologies, on the one hand, expand our learning opportunities, but on the other hand, it is arising a question about quality and effectiveness using technologies regarding to particular goals of education. In the educational community there is no shared vision to the problem of the online educational model implementation in the educational process, the discussion about combining the traditional form of education and online education continue (some aspects of these discussions are investigated in the article). Different technologies are using in online learning; a gamification is one of them. The gamification is the gaming approaches using for non-gaming processes. It is very important to create a relevant methodological support for gamification using in education. In this case it enables solving many actual problems, such as developing practical skills, increasing motivation, etc. it is necessary to use online learning technologies in order to develop a modern educational system of a good quality.
Вопрос о студенчестве как особой группе молодежи всегда остро стоял и продолжает стоять перед социологами и психологами. Студенчество всегда было отражением, как в зеркале, общественных, экономических и социальных процессов, происходящих в стране. Студенческий возраст является началом переходного периода от юности к зрелости, этот этап в жизни каждого человека является исключительно важным, будучи временем выбора жизненного пути. В статье прослеживается изменение ведущих карьерных ориентаций студентов и их зависимость от средовых факторов. Ключевые слова: студенчество, молодежь, якорь карьеры.
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