Abstract

The article is devoted to the problem of electronic didactic games creating and using in the process of training bachelors majoring in «Vocational Education» in higher education institutions. The Professional standard «Teacher of vocational training» and the Standard of Higher Education of Ukraine of the first (bachelor's) level, fields of knowledge 01 «Education / Pedagogy», specialty 015 «Vocational Education (by specializations)» are analysed. The aim of the study is to reveal the features of the creation and use of electronic didactic games in the process of training bachelors majoring in «Vocational Education». Methods. The research methods used by the author are the analysis of concepts and scientific sources, government documents, modelling, synthesis and generalization of the obtained data. Results. It was found that the general competencies, job functions and vocational competencies (by work action or group of work actions) of the professional standard were clearly correlated with the general and vocational competencies of the Standard of Higher Education. It is proved that the acquisition of competencies provided by the first (bachelor's) level, field of knowledge 01 «Education / Pedagogy», specialty 015 «Vocational education (by specialization)», which meet the Standard of Higher Education, will enable graduates to perform the relevant job functions of vocational education teacher in vocational education institutions. It is argued that, in connection with the digitalization, gamification and distancing of education, it is important to form the «Vocational Education» seeker’s ability to use modern information technologies and integrate them into the educational environment. It is noted that the special attention in the forming of the vocational education future teachers' ability to use modern information technologies and integrate them into educational environments should be paid to students’ ability to use electronic didactic games in the educational process. It is stated that the ability to create and use electronic didactic games, interactive exercises correspond to the methodological and creative level of the formed ability of vocational education future teachers’ to use modern information technologies and integrate them into the educational environment. The list of the most effective, according to the author’s opinion, modern web services for the electronic didactic games creation is given; the electronic didactic games developed by students in the course of the discipline «Creative learning technologies» are presented. It is noted that the game is a relevant and effective curricular and extracurricular form in the education system. The content of the concepts «didactic game» and «electronic didactic game» is considered. Conclusions. It is proved that the use of electronic didactic games in the educational process can purposefully develop critical thinking and flexibility, the ability to analyse, compare, classify, systematize, structure, generalize etc.

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