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Keyword: «service»

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In this paper the author considers the family as the most important social institution in the development of theoretical issues related to the main areas of study, family, its form, function and development trends. The author focuses on the practical significance of the study, that is the possibility of the use of their materials, guidelines and conclusions for the work of the organs of social services to work with the family in the development of social programs aimed at increasing the value of the family in human life.
The paper deals with the main aspects of modern information technology usage to manage the sales of complex products and services at corporate markets (B2B). An important factor in ensuring the effectiveness of complex sales is a high-quality seller-customer relationship management. At the present stage of corporate markets development, this problem must be solved with the help of CRM systems.
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In modern information educational environment, there is an increasing interest in computer games using to improve the quality of education. It determines the relevance of the article, which is devoted to the analysis of modern software tools that have the potential for gamification of educational process in the context of state, society and education requirements. The purpose of the article is to select several gaming platforms, on which basis the methodology for educational process gamification will be improved. The methodology of the research is information sources of psychological, pedagogical, methodical and technical orientation study, the analysis of computer educational games made by foreign and domestic authors whose authority and scientific reputation are recognized by the scientific community. Due to necessity of educational process gamification, the authors admit the requirement to clarify the concept of «gamification». Taking into account the peculiarities and principles of this phenomenon, the analysis of software, that has didactic effect and is most consistent with the idea of gamification, is performed. All the variety of software tools with the potential for educational process gamification was divided into groups: gaming platforms, educational quests, learning management services and game design sites. Within each group, those platforms are studied that are most common in the foreign and domestic educational environment. The group of gaming platforms includes Classcraft, MinecraftEdu and DuoLingo. The group of educational quests includes Scratch, Quandary and Ribbon Hero. Among the services used for management of learning process are ClassDojo, Goalbook, Coursera and Brainscape. Spectrum of sites-designers of games is not so wide: eTreniki and LearningApps. Based on the application of specific comparison criteria and for maximizing the implementation of educational process gamification idea, a set of services and platforms is selected that, with appropriate methodological support, will improve the quality of education: ClassCraft platform, Scratch environment, Quandary software product and the LearningApps project.
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This article focuses on making a modern lesson of literature more interesting and drawing pupils into educational process. The method of computer technologies use in educational activity is studied. The authors analyze services helping pupils to show their creative abilities.
The article presents brief characteristics of the retail company «Lenta», the assessment of trading service, revealed the impact on business processes and proposed recommendations for improvement of the service, principles of the calculation of goods.