SIMULATION GAME AS AN EDUCATIONAL TECHNOLOGY PROFESSIONAL TRAINING OF SPECIALISTS PUBLISHING AND PRINTING

Svitlana Loboda, Svitlana Denysenko
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Abstract

The article deals with the peculiarities of using such an interactive educational technology as a simulation game in the educational process of a higher education institution. Approaches to defining the essence of this technology are generalized. It has been established that simulation games can be used as a pedagogical technology or one of the methods of active learning, in conducting social and psychological training, in solving production, social and psychological problems that a graduate may encounter in his or her professional activity. The classification of educational simulation games is presented. Their didactic potential is determined and possible options for building and structuring simulation games are revealed. The specifics of the use of simulation games in the professional training of bachelors of publishing and printing in higher education are considered. Their use will facilitate the rapid inclusion of students in the model of professional activity, allow them to take on different functional roles, identify the specifics of their characters' activities, interact in a simulated, but as close to real, production process, and most importantly, see and evaluate the final result of their work. The author's electronic resource with methodical instructions on the use of a simulation game. The experience of using the simulation game in the professional training of bachelors of publishing and printing is presented.
模拟游戏作为教育技术专业培训专家出版印刷
本文论述了在高等学校教学过程中运用模拟游戏这一交互式教育技术的特点。概括了定义该技术本质的方法。模拟游戏可以作为一种教学技术或主动学习的方法之一,用于进行社会和心理训练,用于解决毕业生在其专业活动中可能遇到的生产、社会和心理问题。介绍了教育模拟游戏的分类。它们的教学潜力是确定的,并且揭示了构建和构造模拟游戏的可能选择。探讨了模拟游戏在高等教育出版印刷专业本科人才培养中的具体应用。它们的使用将促进学生快速融入专业活动模型,允许他们承担不同的职能角色,识别他们角色活动的细节,在模拟但接近真实的生产过程中进行互动,最重要的是,看到并评估他们工作的最终结果。作者的电子资源与使用模拟游戏的系统说明。介绍了在出版印刷专业本科学生专业培训中运用模拟游戏的体会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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