Gamification as a means of forming students' digital competencies
https://doi.org/10.24412/2225-8264-2023-2-32-37
Abstract
The relevance of the article is due to the importance of the use of gaming technology as an instrument for the formation of information and professional competencies of students. The processes taking place in society require university graduates to have developed adaptation skills, teamwork skills, effective interaction skills, the ability to take responsibility and make independent decisions. The purpose of this article is to substantiate the conduct of business games in the process of teaching university students in order to form information and professional competencies. As a result of the study, the authors analyzed the pedagogical experience of studying the formation of students' information and professional competencies in the process of their participation in business educational games. The analysis of educational games is carried out, their main types are highlighted, their purpose in the educational process, the results of the games are shown. The main stages of the preparation and conduct of the business training game are identified and justified, the rationale for the functionality of the business game is given, the features of each stage of the game are analyzed. The role of a teacher as a methodologist and organizer of a business game, as a mentor and an expert evaluating the knowledge and skills of students in a quasi-professional environment is defined. The didactic potential of the business educational game is shown for the development of information and professional competencies of future specialists, for the creation of such pedagogical conditions that contribute to the active desire of students to acquire knowledge, the development of professional skills and abilities, such as information analysis, the development of professional thinking, decision-making skills, teamwork skills.
About the Authors
N. M. VishtakRussian Federation
Natalya M. Vishtak - Ph.D. of Pedagogical Sciences, Balakovo Institute of Engineering and Technology of the National Research Nuclear University MEPhI.
Balakovo
A. V. Karpova
Russian Federation
Alla V. Karpova - Ph.D. of Economic Sciences, Balakovo Institute of Engineering and Technology of the National Research Nuclear University MEPhI.
Balakovo
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Review
For citations:
Vishtak N.M., Karpova A.V. Gamification as a means of forming students' digital competencies. Herald of Siberian Institute of Business and Information Technologies. 2023;12(2):32-37. (In Russ.) https://doi.org/10.24412/2225-8264-2023-2-32-37