eSports in higher vocational education programs: feasibility and prospects

E. M. Lazarev, V. Koshel
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Abstract

Introduction. The main idea of the article is to actualize the formation of professional competencies of specialists in the sphere of cybersport in the system of higher education.Purpose setting. In the 21st century, due to the rapid development of technology, a new type of leisure activities – cybersport – has appeared, which has given the young generation a completely new way of self-realization and acquiring unique competencies. The research is undertaken to investigate the feasibility of including cybersport in the system of higher education, both as a separate program and its integration into other profiles of education.Methodology and methods of the study. The methodological approach of the research consists in the empirical examination of the relevance of competences in cybersport.Results. This paper considers the positive prospects for the introduction of cybersport direction in the education system from the point of view of the development of human potential of the Russian society. Conclusion. The undertaken research confirms the increasing relevance of the formation of competencies of professionals engaged in the sphere of cybersport.
高等职业教育项目中的电子竞技:可行性与前景
引言本文的主旨是在高等教育体系中培养网络体育领域专家的专业能力。在 21 世纪,由于技术的飞速发展,出现了一种新型的休闲活动--网络体育,这给年轻一代 提供了一种全新的自我实现和获得独特能力的途径。本研究旨在探讨将网络体育纳入高等教育体系的可行性,既可以将其作为一个单独的课程,也可以将其纳入其他教育课程。研究方法包括对网络体育能力的相关性进行实证研究。本文从开发俄罗斯社会人类潜能的角度出发,探讨了在教育系统中引入网络体育方向的积极前景。结论研究证实,培养从事网络体育领域工作的专业人员的能力日益重要。
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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