Day Two
10:00
Exercise and morning exercises for the participants.
11:00
Report 3: “Gamification in education: engaging students in learning through games.”
12:00
Report 4: “Using virtual reality in the educational process.”
01:00
Round table: Exchange of experience in the implementation of innovative methods in the educational process.
02:00
Lunch with the possibility of networking and discussing the issues that arose.
03:00
Master Class 3: “Organization of project work among students: experience of successful practices.”
04:00
Master Class 4: “Supporting student research and its integration into the curriculum.”
05:00
Cultural program: visiting local attractions or cultural events.