RU

Keyword: «competence formation»

The purpose of this article is to consider the features of the use of gaming and case technologies in the process of teaching students of secondary vocational education, and proves the effectiveness and prospects of using these technologies in the training of specialists in the direction 40.02.02 "Law enforcement. The initial results of the conducted pedagogical experiment among students of the educational institution of the NPOU "YAKIT" are presented, which showed that these technologies and methods of active and interactive learning contributed to increasing the motivation of students, involved in the educational process, the creative potential of students, contributed to the consolidation of existing knowledge, as well as the independent development of new information. In addition, this experience helps the teacher both creatively implement his approach in the educational process, and with the correct organization and submission of new material, achieve the goals set in the federal educational standard of secondary vocational education in the training of legal specialists.
The article presents practical approaches to the development of functional literacy of students. Tasks are offered for the formation of reading, mathematical, natural science literacy, global competencies, creative thinking. All types of tasks are aimed at the formation of key competencies of students, allowing them to solve educational tasks and life problem situations. The training material can be effectively used both for group work and for individual work. To increase motivation for completing tasks and taking into account age characteristics, a common storyline is used.