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MODERN HIGHER SCHOOL SEARCH FOR INNOVATIONS: GAME TECHNOLOGIES
Abstract
The article analyzes the innovative potential of game technologies for developing students professional dialogical competence. The authors make a historical journey to look at the game theory in the format of interdisciplinary scientific interests, examine a technological model of a training business game in relation to speech studies, and show the educational attractiveness of game technologies for a modern higher school. Consideration is given to didactic aspects of innovative learning models aimed at developing students operational thinking, teamwork skills, ability to act as an Author, a Listener or an Expert, and to evaluate their own and other persons speech behavior during reflective practice. The authors note that a game is a set of psychological and educational settings determined by speech and behavioral actions in the format of dialogue interaction. Experimental training conducted by the authors in two groups allowed them to make a conclusion about the effectiveness of game technologies that develop students dialogical competence in quasi-professional situations. Students, in the process of learning through game technologies, acquire communicative experience to act in situations of uncertainty, becoming skilled in setting priorities, tasks and their solutions in typical situations specific to their future professional activity.
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