Abstract

The article presents the scientific results of research on the problem of using digital technologies in the process of forming students' intercultural communicative competence. Objective: to substantiate the possibilities of using digital technologies among students of a construction college for the formation of intercultural communicative competence. On the basis of an analytical review of the statistical data of Rosstat, to identify with the representatives of which countries students from the Samara region and Russia most of all have to communicate in the course of their studies and as a result of subsequent professional activities. Results of work. An analysis of Rosstat documents showed the largest migration flows from the CIS countries. In the structure of population growth in 2019, the leading places are occupied by Ukraine - an increase of 64.2 thousand people (23% of the total increase in migrants), Tajikistan - 48.4 thousand people (17%); Kazakhstan - 39.2 thousand people (14%). The rest of the world accounts for 10% of the migration increase. The share of foreign labor migrants is 3.1% of the Russian labor force. The share of migration growth in the Samara region due to the CIS countries is 97.9%. These facts indicate that among Russians, the main intercultural communications are carried out not with representatives of the far abroad, but with people from the CIS countries. However, the work on the formation of intercultural communicative competence in educational institutions is carried out mainly in the framework of teaching foreign languages and is aimed at cultures other than those with whom students most often have to deal with in their work. To resolve this contradiction, it is proposed to use the world of hobbies of modern adolescents - communication in social networks and computer games. It was found that among the surveyed college freshmen, 92% are registered on the social network VKontakte, 80% on Instagram, 37% on Facebook. Almost 70% of students spend more than two hours a day at social networks, and 78% play computer games.

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