The article presents the experience of application in higher education thematic intellectual game-quest-social and professional technology, a characteristic feature of which is the focus on the integration of various activities, convergence, mutual influence and mutual strengthening of social and professional skills. The proposed socio-professional technology is considered and justified from the point of view of conceptuality, consistency, didactic goal-setting, innovation, optimality, correctability and reproducibility of learning outcomes.
Tretyakova, V. S., & Sumina, T. G. (2019). University game-quest as a technology for integrating educational areas and activities. Vocational Education and Labour Market, null(4), 90–95. https://doi.org/10.24411/2307- 4264-2019-10411