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Keyword: «business game»

In the article, the authors focus on the fact that the lack of effectiveness of traditional education encourages the search for more effective technologies for the development of professional competence. Expansion of practical orientation in teaching cadets based on a contextual approach is considered as one of the important ways to solve this problem. The article notes that the activity of cadets in contextual learning is achieved by transforming educational activities into professional ones. The directions of the introduction of the principles of contextual learning in the educational process of the university are formulated to create conditions for enhancing the cognitive activity of cadets in active types of classes, such as business games, analysis of specific problem situations, role playing.
The article deals with the issues of the activity of students in the study of the special discipline «Electromagnetic compatibility in the electric power industry» with the using the discipline of business games in a number of topics. The effectiveness of the proposed classes in the form of business games for mastering the material of the discipline, in the formation of communicative competencies, and the establishment of interaction between team members is evaluated.
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Adaptive learning technologies are considered very effective in the field of additional and corporate education, where the student has high external motivation. However, in case of university education, many training courses offered to students as part of the curriculum are of little use for conversion into electronic adaptive training courses, and most importantly, they do not arouse the cognitive interest of students. The article specifies the signs of such training courses. Traditional advice to a teacher to explain to students the benefits of this training course for a future profession or to apply original teaching methods does not work. Students "work out technologies for submitting reports" on the academic discipline, focusing on the minimum level of academic achievements necessary to obtain an acceptable grade. The paper describes the main tenets of the original system of assessing students' academic achievements developed by the author, which allows overcoming the uncooperative attitude of students to the study of such training courses. In the described technology, students compete for resources, which are knowledge of the academic discipline. The key feature of the proposed competitive assessment system is that an increase in the student's submitted papers, that is, an increase in his rating score, leads to a decrease in the rating score of other students of the academic group. The described technology has characteristics of adaptive learning, but the individual educational trajectory is not assigned by the training information system, but it is chosen by the student. In addition, it uses gamification technology in a special way that develops students' cognitive motivation. Repeated experience of using such technology has shown its high efficiency. The students gain both the total amount of knowledge and cognitive interest. The theoretical significance of the work is in showing new directions in the development of adaptive learning technologies, it allows for a better understanding of the potentials of gamification technology in learning. The materials of the work can also stimulate new directions in the study of educational motivation of university students.
The paper discusses issues related to the training of specialists who are able to make decisions independently, take responsibility for the results and consequences of actions, and work harmoniously in a team. This is primarily due to the actualization of the end-to-end nature of training in order to form flexible competencies of future specialists. The methodology of the business game introduced into the educational process during the study of the discipline "Economics" is briefly described.