The opportunities of interactive technologies for enhancing the self-actualization of non-linguistic students studying a foreign language (exemplified by business game)

J. Baklagova
{"title":"The opportunities of interactive technologies for enhancing the self-actualization of non-linguistic students studying a foreign language (exemplified by business game)","authors":"J. Baklagova","doi":"10.15862/16pdmn421","DOIUrl":null,"url":null,"abstract":"The article is devoted to studying the opportunities of interactive technologies for enhancing the self-actualization of non-linguistic students studying a foreign language, exemplified by the method «business game». Interactive technologies form the learning environment where a student acts as a subject of multidirectional interaction «student — teacher» / «student — student». They contribute to forming the deliberate student’s competency and to taking the full advantage of their creative and mental potentials. Business game is intended to improve the skills of foreign language communication, to develop the social competency, to raise the proficiency in the foreign language not only as a subject of study but also as a mean of professional communication. There are the main aspects of business game which form the mechanism of enhancing the self-actualization of non-linguistic students studying a foreign language: individual constituent, collective constituent, feedback, emotional background. Individual constituent is internal conditions, collective constituent is external stimulating conditions. The author demonstrates how the role ranking in business game helps activate the cognitive interest of students and their readiness to search for the creative non-typical solutions of problematic situations. Business game mobilizes the mechanisms of students’ interpersonal perception — identification and empathy. Feedback makes cognitive, communicative and personal-conceptual aspects of study more active, actualizes the personal and group forms of reflexion. The emotional constituent of business game is the emotional atmosphere which by means of positive emotional experiences can contribute to enhancing the motivation for learning-creative activities and cognitive interest, to developing students’ needs for personal growth and self-fulfilment. Business game is a powerful motivational resource for enhancing the self-actualization of students studying a foreign language.","PeriodicalId":130356,"journal":{"name":"World of Science. Pedagogy and psychology","volume":"87 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"World of Science. Pedagogy and psychology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15862/16pdmn421","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The article is devoted to studying the opportunities of interactive technologies for enhancing the self-actualization of non-linguistic students studying a foreign language, exemplified by the method «business game». Interactive technologies form the learning environment where a student acts as a subject of multidirectional interaction «student — teacher» / «student — student». They contribute to forming the deliberate student’s competency and to taking the full advantage of their creative and mental potentials. Business game is intended to improve the skills of foreign language communication, to develop the social competency, to raise the proficiency in the foreign language not only as a subject of study but also as a mean of professional communication. There are the main aspects of business game which form the mechanism of enhancing the self-actualization of non-linguistic students studying a foreign language: individual constituent, collective constituent, feedback, emotional background. Individual constituent is internal conditions, collective constituent is external stimulating conditions. The author demonstrates how the role ranking in business game helps activate the cognitive interest of students and their readiness to search for the creative non-typical solutions of problematic situations. Business game mobilizes the mechanisms of students’ interpersonal perception — identification and empathy. Feedback makes cognitive, communicative and personal-conceptual aspects of study more active, actualizes the personal and group forms of reflexion. The emotional constituent of business game is the emotional atmosphere which by means of positive emotional experiences can contribute to enhancing the motivation for learning-creative activities and cognitive interest, to developing students’ needs for personal growth and self-fulfilment. Business game is a powerful motivational resource for enhancing the self-actualization of students studying a foreign language.
互动技术促进非语言学生外语学习自我实现的机会(以商业游戏为例)
本文以“商业游戏”方法为例,研究了互动技术在提高非语言学生学习外语的自我实现方面的机会。互动技术形成了一个学习环境,在这个环境中,学生作为多向互动的主体——“学生-教师”/“学生-学生”。它们有助于形成深思熟虑的学生的能力,并充分利用他们的创造性和智力潜力。商务游戏旨在提高外语交际的技能,发展交际能力,提高外语的熟练程度,不仅是一门学习学科,而且是一种专业交际手段。商业博弈对非语言学生外语学习自我实现的促进机制主要有:个体构成、集体构成、反馈、情感背景。个体成分是内部条件,集体成分是外部刺激条件。作者论证了商业游戏中的角色排序如何有助于激活学生的认知兴趣,以及他们在问题情境中寻找创造性非典型解决方案的意愿。商业游戏调动了学生的人际感知机制——认同和共情。反馈使学习的认知、交流和个人概念方面更加活跃,实现了个人和群体形式的反思。商业游戏的情感成分是情感氛围,通过积极的情感体验,可以增强学生学习创造性活动的动机和认知兴趣,促进学生个人成长和自我实现的需要。商务游戏是提高学生外语学习自我实现的强大激励资源。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信