THE USE OF INTERACTIVE TECHNOLOGIES IN THE CONTEXT OF HIGH-QUALITY TRAINING OF FUTURE SPECIALISTS IN HIGHER EDUCATION INSTITUTIONS
DOI:
https://doi.org/10.46991/educ-21st-century.v8.i1.044Keywords:
interactive technologies, quality of education, students, future specialists, higher education institution, case study, project-based learning, problem-based learningAbstract
In the context of rapid changes in all sectors of the national economy, globalization processes, and increasing demands of the labor market, the integration of active, practice-oriented, and digital approaches into the training of students is becoming increasingly relevant.
The article aims to study how interactive learning technologies improve the quality of professional training in higher education by examining students’ opinions about their use, their attitude toward interactive teaching methods, and the main challenges of using them.
The study used a mixed-method approach, combining a review of scientific literature with collected data to examine the role of interactive technologies in improving professional training in higher education. Data were collected through an anonymous Google Forms survey of bachelor’s students from several Ukrainian universities and analyzed using basic statistical methods such as frequencies and percentages. The results helped identify students’ views on interactive technologies, the most common ways they are used in lectures and practical classes, and how students believe they affect the quality of education.
An analysis of recent research on the use of interactive methods, such as case studies, project-based learning, problem-based learning, and online learning platforms, shows that interactive technologies help develop key competencies, including communication, organizational, analytical, creative, and digital skills. They also help students learn to solve practical problems independently and adapt to changing professional environments. The study highlights the benefits of combining better understanding knowledge and developing practical skills. Additionally, it discusses the challenges and future prospects of implementing interactive technologies. The conclusions emphasize that the systematic use of interactive technologies in university training is an effective way to improve the quality of education and develop professional competence, meeting the need of the modern job market and increasing graduates’ competitiveness.
Downloads
References
Akram, H., Yingxiu, Y., Al-Adwan, A. S., & Alkhalifah, A. (2021). Technology integration in higher education during COVID-19: An assessment of online teaching competencies through the technological pedagogical content knowledge model. Frontiers in Psychology, 12, Article 736522. https://doi.org/10.3389/fpsyg.2021.736522
Basilotta-Gómez-Pablos, V., Matarranz, M., Casado-Aranda, L. A., & Otto, A. (2022). Teachers’ digital competencies in higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 19(8). https://doi.org/10.1186/s41239-021-00312-8
Bayaga, A. (2025). Leveraging AI-enhanced and emerging technologies for pedagogical innovations in higher education. Education and Information Technologies, 30, 1045–1072. https://doi.org/10.1007/s10639-024-13122-y
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of serious games: An overview. Advances in Human-Computer Interaction, 2013, Article 136864. https://doi.org/10.1155/2013/136864
Çelik, T. İ., & Akay, C. (2025). The impact of the brainstorming technique on academic achievement and creative thinking: A meta-analysis study. SAGE Open, 15(3), 1–21. https://doi.org/10.1177/21582440251378562
Chen, C.-Y. (2024). Flipped classroom with case-based learning for improving preservice teachers’ classroom management learning outcomes. Teaching and Teacher Education, 152, Article 104785. https://doi.org/10.1016/j.tate.2024.104785
Chernikova, O., Heitzmann, N., Stadler, M., Holzberger, D., Seidel, T., & Fischer, F. (2020). Simulation-based learning in higher education: A meta-analysis. Review of Educational Research, 90(4), 499–541. https://doi.org/10.3102/0034654320933544
Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation & Gaming, 41(6), 898–920. https://doi.org/10.1177/1046878110390784
Demikhova, N. (2016). Using PBL and interactive methods in teaching subjects in medical education. Journal of Problem Based Learning in Higher Education, 4(1). https://doi.org/10.5278/ojs.jpblhe.v0i0.1227
Dittrich, L., Aagaard, T., & Hjukse, H. (2022). The perceived affordances of simulation-based learning: Online student teachers’ perspectives. International Journal of Educational Technology in Higher Education, 19, Article 60. https://doi.org/10.1186/s41239-022-00366-2
Dochy, F., Segers, M., Van den Bossche, P., & Gijbels, D. (2003). Effects of problem-based learning: A meta-analysis. Learning and Instruction, 13(5), 533–568. https://doi.org/10.1016/S0959-4752(02)00025-7
Gan, B., Menkhoff, T., & Smith, R. (2015). Enhancing students’ learning process through interactive digital media: New opportunities for collaborative learning. Computers in Human Behavior, 51, 652–663. https://doi.org/10.1016/j.chb.2014.12.048
Ge, W.-L., Zhu, X.-Y., Lin, J.-B., Jiang, J.-J., Li, T., Lu, Y.-F., Mi, Y.-F., & Tung, T.-H. (2025). Critical thinking and clinical skills by problem-based learning educational methods: An umbrella systematic review. BMC Medical Education, 25, Article 455. https://doi.org/10.1186/s12909-025-06951-z
Guillén-Gámez, F. D., Ruiz-Palmero, J., & Gómez-García, M. (2024). Digital competences in research: Creativity and entrepreneurship as essential predictors for teacher training. Journal of Computers in Education, 11, 1263–1282. https://doi.org/10.1007/s40692-023-00299-3
Hmelo-Silver, C. E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 16(3), 235–266. https://doi.org/10.1023/B:EDPR.0000034022.16470.f3
Lepe, E. M., & Jiménez-Rodrigo, M. L. (2014). Project-based learning in virtual environments: A case study of a university teaching experience. International Journal of Educational Technology in Higher Education, 11, 76–90. https://doi.org/10.7238/rusc.v11i1.1762
Plachynda, T. S., & Rybalko, L. M. (2024). IT technologies and digitalization of education as a factor of the quality of professional training of future specialists in physical culture and sports. Education in the 21st Century, 6(2), 91–98. https://doi.org/10.46991/educ-21st-century.v6.i2.91
Romero, M. (2026). Evaluating the evolution of critical thinking, creativity, communication and collaboration in higher education courses. Creative Education, 17(1), 49–57. https://doi.org/10.4236/ce.2026.171004
Saputra, M. D., Joyoatmojo, S., Wardani, D. K., & Sangka, K. B. (2022). Evaluating the role of simulation-based experiential learning in improving satisfaction of finance students. The International Journal of Management Education, 20(3), Article 100690. https://doi.org/10.1016/j.ijme.2022.100690
Schmidt, H. G., Rotgans, J. I., & Yew, E. H. J. (2011). The process of problem-based learning: What works and why. Medical Education, 45(8), 792–806. https://doi.org/10.1111/j.1365-2923.2011.04035.x
Shalgimbekova, K., Smagliy, T., Kalimzhanova, R., & Suleimenova, Z. (2024). Innovative teaching technologies in higher education: Efficiency and student motivation. Cogent Education, 11(1), Article 2425205. https://doi.org/10.1080/2331186X.2024.2425205
Thistlethwaite, J. E., Davies, D., Ekeocha, S., Kidd, J. M., MacDougall, C., Matthews, P., Purkis, J., & Clay, D. (2012). The effectiveness of case-based learning in health professional education: A BEME systematic review. Medical Teacher, 34(6), e421–e444. https://doi.org/10.3109/0142159X.2012.680939
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14, Article 22. https://doi.org/10.1186/s41239-017-0062-1
Zhang, W. (2023). Current trends of professional competence formation of students of higher education institutions of PRC. OD, (42), 132–145. https://doi.org/10.28925/2312-5829.2023.39
Zhang, Y. (2024). Exploring blended learning models enhanced by mobile interactive technology in higher education. International Journal of Interactive Mobile Technologies, 18(23), 15–29. https://doi.org/10.3991/ijim.v18i23.52881
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Tetiana Plachynda, Tetiana Dovga

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.