scholarly journals PILOTING SUPPORTIVE WAYS TO EFFECTIVELY IMPLEMENT SCHOOL READINESS PROGRAM ON THE EXAMPLE OF TBILISI KINDERGARTENS

Author(s):  
Nino Labartkava ◽  
Tamar Saginadze

In 2015, a school readiness program was created for children who will turn 5 before the start of the school year and will start studying at the first grade of school in September. The components of the school readiness program are: «School Readiness Educational Standard», a teacher’s guideline, a collection of activities describing specific activities and provided relevant supplements.The goals of the study are: Study of the course of school readiness program on the example of Tbilisi kindergartens; Based on the situation, developing methodology for effective implementation of school readiness program. The project was implemented in Tbilisi. The selection of experimental and controlled preschool institutions was based on the existence of similar infrastructure (newly built building, existence of a yard) and three or four large size school readiness groups in kindergartenAs a result of the works carried out, experimental preschool institutions have improved in the following directions: Educators conduct dialogue and ask children questions individually and in small groups; Children have the opportunity to engage in different types of activities and games (games with rules, role playing games, movable games, creative activities); Children can independently take and use learning and gaming resources; The group uses handmade and secondary resources; Group space is organized into thematic centers; The natural materials are used in the group; Children can independently take toys and resources; Educators have planned and prepared a wide variety of activities (activity, games with rules, role playing games, project) related to the topic; Educator observes children in order to evaluate them.

Author(s):  
А. Павлова ◽  
A. Pavlova

Role-playing games develop the ability to organize and implement educational and cognitive activities in the field of vocational education. The article defines the role-playing game, its scenario features, methodical orientation. It also reveals its difference from business games. The author provides a description and analysis of several role-playing games that can be carried out at an early stage of language learning for the purpose of language professionalization. The selection of material for games involves both lexical units necessary for linguo-cultural communication, and grammatical rules that can help the development of a given topic. To analyze the results, the author uses data from a survey conducted among students who participated in the game. On the basis of these data, the charts demonstrating the readiness of students to work with Italian partners and in a multicultural environment are constructed. The carts show an increase of students’ confidence in their business communication skills with foreign partners. Knowledge of professional discourse and the ability to deal with it relieves stress, contributes to personal development. At the end of the article the author concludes that the use of a role-playing game as a productive modern technology for training international economists in a foreign language at an early stage contributes to the development of professional competencies.


2011 ◽  
Vol 2011 ◽  
pp. 1-9
Author(s):  
Fang You ◽  
Jianping Liu ◽  
Xinjian Guan ◽  
Jianmin Wang ◽  
Zibin Zheng ◽  
...  

Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model). From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model), our proposed player taxonomy model can achieve good results: classification is more stable.


2021 ◽  
Vol 1 (2) ◽  
pp. 12-15
Author(s):  
Bethoven Kharisma

Role-playing games merupakan merupakan salah satu genre utama dari sebagian banyak game dan ada dalam bentuk dan format yang berbeda. Dalam sebuah game cenderung menggunakan musik cinematic yang mampu membawa suasana dan emosi kepada pemain game tersebut. Pemilihan soundtrack Genshin Impact pada “Main Theme: from The Wind and The Star Traveler” sebagai objek penelitian dikarenakan penataan musik cinematic yang megah. Penelitian kualitatif deskriptif ini memiliki tujuan untuk menganalisis teknik pengolahan komposisi dari soundtrack tersebut. Metode yang digunakan adalah studi diskografi, studi literatur, dan observasi. Hasil menunjukkan bahwa soundtrack “Main Theme” pada Genshin Impact dimainkan dakam tonalitas D Mayor dengan tempo 82 bpm. Dalam soundtrack Main Theme terdiri dari beberapa bagian yaitu, intro, verse, chorus, dan outro. Elemen musik pada soundtrack Main Theme juga diketahui berdasarkan ritme, dinamika, harmoni, tekstur, dan bentuk. Musik soundtrack tersebut mengandung suasana yang sederhana tapi megah dari penggunaan tonalitas mayor, poliritme, dan pengembangan motif utama yang memperkaya.  Role-playing games are one of the main genres of many games and come in many different forms and formats. A game tends to use cinematic music that can bring atmosphere and emotions to the game's players. The selection of the Genshin Impact soundtrack on "Main Theme: from The Wind and The Star Traveler" as the object of research is due to the magnificent cinematic music arrangement. This descriptive qualitative study aims to analyze the compositional processing techniques of the soundtrack. The method used is discography study, literature study, and observation. The results show that the “Main Theme” soundtrack on Genshin Impact is played in a D Major tonality with a tempo of 82 bpm. The Main Theme soundtrack consists of several parts: intro, verse, chorus, and outro. The musical elements in the Main Theme soundtrack are also known based on rhythm, dynamics, harmony, texture, and form. The soundtrack's music contains a simple but majestic atmosphere of the enriching use of major tonality, polyrhythm, and development of central motifs. 


Author(s):  
Marco Greco

The use of Role-Playing is becoming prominent in Serious Games due to its positive effects on learning. In this chapter the author will provide a comprehensive definition of role-playing games, drawing inspiration from the many different definitions provided in the existing literature. Then, will propose a five-dimension taxonomy for Serious Role Playing Games, applying it to a small selection of successful Serious Games in five different domains. An overview of the literature will help the reader understand when Role-Playing should be used, and when it might be useless or detrimental. Finally, a brief analysis will be performed on the reviewed games, in order to point out the correlations among the taxonomy dimensions and the domains of application.


2021 ◽  
pp. 53-56
Author(s):  
Yu. DUBOVYK

The article presents the results of a pilot study of older preschool children’s acquaintance with the adults’ professional activities. It has been found that older preschoolers have a lack of knowledge of sports, art, labor, military, and medical professions. The presence of children’s gender stereotypes in the expression of preferences for a certain profession has been revealed. The study has served as a basis for developing pedagogical conditions for deepening preschoolers’ ideas about the profession, in particular, updating the content of preschool children’s acquaintance with adult work, selection of effective tools and methods for forming children’s ideas about professional activities; usage of the principle of gender equality in this process; and establishing a constructive partnership of parent-educator interaction. It is stated that the system of pedagogical conditions creates a basis for the emergence of children’s interest in the world of professions, the desire to learn new information about professional activities, and the desire to apply the acquired knowledge in practice.Methods of deepening preschoolers’ perceptions of professions are identified. They are the following: didactic games, computer-didactic games, reading children’s literature, watching cartoons and cartoon series, story-based role-playing games. The importance of applying a gender-sensory approach in the process of forming children’s ideas about the professional activities of various professions is noted. Forms (observations, excursions, etc.), methods (didactic and plot-role games, meetings with representatives of various professions, reading fiction, reviewing paintings, watching cartoons, etc.) are offered.They should be used to form children’s ideas about labor distribution. Forms of partnership interaction of the educator with the parent team are defined, namely, traditional one (seminars, talks, joint excursions, exhibitions of children’s works made together with parents, etc.), innovative one (a round table, a workshop, a master class, etc.). Tasks for parents for their career guidance work with preschool children are identified.


Author(s):  
Лариса Скабеева ◽  
Larisa Skabeeva

The article studies the basic approaches to the project activities in the preparation of "Hospitality" and "Tourism” bachelors’ graduation qualification thesis (GQT). The study revealed that trends in tourism and hospitality associated with the concept of the experience economy, which requires not only an integrated knowledge of basic training, but also knowledge from various related scientific fields. Author’s approach to the concept classification of the hotel companies was proposed for GQT in the form of a startup. This classification includes theme of hotels, where it can be implemented in the form of development on the territory of tourist and hotel complexes, private museums, comprehensive centers, (archaeological, ethnographic, architectural, natural landscape), museums in the open air, the Park hotels, village houses, ecological farms and all forms of private, family business. For projects there was proposed to use the model of the concept development including tourist areas and tourist and hotel complexes, compiled by the author. It consists of the following stages of design: development of a themed space, separated areas and exhibitions; means of formalization-themed space and the creation of interactive zones; development of interactive programs of theatricality, role-playing games, reconstruction of historical and cultural situations of different periods; development of art and craft workshops and learning crafts, traditions, rituals, dances etc. The article proposes the structure of the GQT in the form of a startup in the following content: marketing research of the investment attractiveness of the region; design solutions and feasibility study; development of measures to launch tourist and hotel enterprises; calculations of the efficiency of the project. A group of universal competencies can be implemented in the development of a startup at the GQT. These competencies are "UK-2 – development and implementation of projects" identified in the new Federal state educational standard (3++) in Hospitality and in the new Federal state educational standard (3++) in Tourism. The article proves that the future graduate needs to understand not only basic technologies but also in the concepts of development of tourist and hotel complexes as from the point of view of the development of space-planning decisions, interior design, as from the point of view of quality development of interactive, entertainment and corporate programs; theatrical process; promotiton through the use of innovative technologies, etc.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


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