scholarly journals BUILDING PROFESSIONAL COMPETENCE OF UNIVERSITY STUDENTS THROUGH THE BUSINESS GAME

2015 ◽  
Vol 0 (2) ◽  
pp. 127
Author(s):  
Vera Alekseevna Araslanova
Author(s):  
Halil Ekşi ◽  
Mustafa Özgenel ◽  
Esin Metlilo

In this study, the relationship between motivations for success, personal-professional competencies and lifelong learning tendencies of university students were investigated. The study group consists of 344 University students from Turkey and Kosovo. In this research, the collection of data was done by “Personal-Professional Competencies Perception Scale, “Success Oriented Motivation Scale” and “Lifelong Learning Tendency Scale”. In order to determine the relationship between variables in the analysis of the data, correlation analysis was performed and tested with the structural equation model. According to the results of the research; there was a positive significant correlation between motivation for success and personal professional competence, and a positive significant relationship between lifelong learning and personal-professional competence. Motivation for success positively affects personal-professional competencies and lifelong learning tendencies. It has been determined that lifelong learning tendency is a partial tool in this relationship.


Author(s):  
Valentina Bikbulatova ◽  
R. Rabadanova ◽  
A. Kagosyan

This article reveals the process of forming the professional competence of university students. In conditions when the learning process becomes more and more formalized and depersonalized, the teacher should focus on clarifying the motivational sphere in order to form the most important cognitive motives in students. Motivational orientation influences not only the student's learning outcomes, but also changes the educational process itself. What is this influence - positive or negative, developing or standardizing, how universal and intense is it? The strength, effectiveness, form of influence, the predominance of certain functions are determined by the scientific and methodological guidance and management of the educational process by the teacher.


Author(s):  
I. A. Vorob’eva

The article is devoted to professionally-oriented a foreign language teaching at a university, which today is one of the links of training a competitive specialist. The author describes the meaning of practical application of a foreign language. The problem of searching a way to improve the quality of foreign language teaching of university students is considered. A foreign language is considered as a means and as a way to improve the professional competence of a university student.


2021 ◽  
pp. 170-172
Author(s):  
Olga V. Solnyshkova

The article discusses the process of applying electronic educational resources during a business game as a part of the geodetic practice of university students. The specifics of the selection of electronic educational resources to support business games are noted and the resources most often requested by students during role-play classes are determined.


2017 ◽  
Vol 11 (3) ◽  
pp. 56-63
Author(s):  
Наталия Исаева ◽  
Nataliya V. Isaeva ◽  
Ирина Чирич ◽  
Irina V. Chirich

Today interactive methods are increasingly used along with traditional teaching methods in higher education. The use of interactive technologies contributes to the active involvement of students in the learning process, promotes the awakening of their cognitive and creative initiative, forms their teamwork skills, ensures the formation of critical thinking, analysis and self-analysis skills, and promotes the development of students' communicative competencies, including those related to future professional activities. Practical exercises in the format of business or role playing games contribute to the effective solution of these tasks. The game is a special kind of interaction, during which a certain fragment of real life is simulated, with the subsequent freedom of activity for the participants of the game. Creating and running a role-playing game is a complex process that requires a preparatory stage, including the writing of a game scenario, a clear distribution of roles between participants, the actual running of the game itself and the stage of reflection, analysis of the achieved results, and the mutual and self-evaluation of the players' activities. The authors share their experience of a business game in form of a job interview on the subjects on "Ethics in business communication", on "Business Russian language", and "Russian language and culture of speech." The article describes the technology for preparing and running a business game, and gives detailed recommendations on how to use it. Thus, the authors of the article with their own pedagogical experience confirm the fact that the business game is a demanded method of interactive learning, which allows activating cognitive activity of students, and contributes to the formation of business communication skills and the personality of a future specialist.


2021 ◽  
Vol 18 (1) ◽  
pp. 45-61
Author(s):  
Albina R. Sadykova ◽  
Irina V. Levchenko ◽  
Lyudmila I. Kartashova

Problem and goal. The practical (pedagogical) training sites based on Moscow schools in the context of effective development of the resources of the Moscow Electronic School by future computer science teachers are analyzed. The goal is to identify the correlation of the digital footprint obtained as a result of the development of the school network activity index based on data on the actions of teachers and students in e-learning environments and of educational organizations identification corresponding to this index, as well as the methodological activity of schools in Moscow - the bases of practical (pedagogical) training of future computer science teachers. Methodology. The analysis of regulatory documents and the database of Moscow schools, where the Moscow City University students of the Computer Science direction are engaged in practical (pedagogical) training, reflection on the content of the knowledge obtained, search for criteria for selecting basic schools for conducting practical (pedagogical) training of future computer science teachers, local pedagogical experiment were used. Results. It was found out that the activity of schools in the development and use of educational resources of the Moscow Electronic School is not a prerequisite for cooperation with these schools. At the same time, the knowledge of information technologies, including the technology of working with the resources of the Moscow Electronic School, by future subject teachers, is an integral part of the professional competence of a modern teacher, and especially a computer science teacher. Conclusion. The basic criteria for selecting sites for industrial practices of future computer science teachers, in particular students of the Moscow City University, are proposed. The formulated criteria for selecting basic schools for conducting practical (pedagogical) training of university students will allow them to successfully solve the tasks set for this type of educational activity, achieve their goals and form professional and pedagogical competencies.


2016 ◽  
Vol 5 (1) ◽  
Author(s):  
Aymee Alonso Gatell ◽  
Nivia T. Álvarez Aguilar ◽  
Jaime Arturo Castillo Elizondo

Author(s):  
Natalia A. Оliinyk

The author analyses the content of the development of selfeducational competence of students of agricultural educational institutions with the help of interactive computer technologies. High speed of science development quickly renders any knowledge acquired by students in high school obsolete and reveals the urgent need for the development of self-educational competence. In conditions of widespread computerisation and active use of the latest modern technical developments in everyday life, the use of interactive computer technology appears to be the most effective and promising line of self-educational competence development among university students. Four components of self-educational competence are identified: knowledge; motivation; activity; communication. In accordance with these components, criteria, indicators, and tools were developed to determine the self-educational competence development of university students through interactive computer technology. The pedagogical experiment took place from 2017-2019 based on Chernyatyn College of Vinnytsia National Agrarian University. The survey covered 87 students of four faculties, 26 people were in the control group and 61 people in the experimental group. To standardise the initial results of diagnostic tests and questionnaires, percentiles were used. After calculating percentiles for each component of self-educational competence, a table of standardisation was composed. Four levels of component development of self-educational competence were identified: low, below average, above average, and high. The purpose of the formative phase of the experiment was the model testing of self-educational competence development in university students through interactive computer technology. The analysis of indicators of transition of students to a high level of development of self-educational competence demonstrated that the process of development of self-educational competence of students of experimental group passes more effectively than at students of control group. The reason was the experimental work performance to implement structural and functional models for self-educational competence development of university students through interactive computer technology


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