the chapter discusses the results of a study on the content of the concepts «STEM and STEAM-approaches», «STEM-literacy», prospects, and features of their implementation in education. The mission, goals and conditions for the implementation of approaches to training have been identified. The fundamentals of the concept of STEAM education as an integrated interdisciplinary project-based, practice-integrated learning, the leading activities of which are research, design and universalization, are presented. Design technologies and gemification as a means of STEAM learning are considered.
the chapter examines the results of a study on the content of the concepts of STEAM learning tools: «gamification», «game mechanics». The authors justified the relevance of their application in the educational process of STEAM teaching mathematics as a new learning tool is substantiated. The key to gamification lies in its ability to make mathematics relevant and exciting by fostering a positive relationship between learners and this important subject.
the chapter presents the results of a study on the problem of integrating digital educational practices into teacher training. The study is conducted using secondary data. After studying a number of Russian and foreign studies, the conclusions of the chapter show that digital practices play a significant role in the formation of digital competencies of teachers, and also increase the effectiveness of training. In conclusion, ideas for further research on the role of digital educational practices in teacher training are proposed.