Abstract

Introduction. The modern labor market is actualized by the need for specialists involved and included in proactive professional practices, implementing a creative approach to its realization. The preparation of such a highly qualified specialist who is able to flexibly respond to constantly changing conditions has become highly important in the educational process. Purpose setting. Higher education institutions are faced with the task of creating new ways of implementing practical-oriented training, which allows creating conditions close to professional ones. Practical-oriented training is the process of mastering the educational program by students in order to form their professional competencies by fulfilling real practical tasks. The modern educational system places high demands on participants in the educational process. Methodology and methods of the study. Teachers are faced with the task of finding new technologies for interacting with the target audience. Among the key technologies are design technologies, game technologies, which have phenomenological features of the game of existential, metaphysical, sociocultural and pedagogical phenomena. The use of these technologies is realized by creating a special integrated educational space – the research laboratory Student Project Center. Participants of the center through project and game activities are involved in an independent search for scientific research, which increases educational motivation. Results. This space combines such areas as: project office, game engineering laboratory, psychological club. Additional educational programs are also being implemented here, such as the ProjectSkills Project School, the Game Engineering School, and the Inclusive Tutor School. The programs reveal the methodological foundations of design technologies, gamification, determining their place and role in educational games in the substantive, organizational and personal-semantic aspects. Conclusion. The formation of mechanisms of game technical skills in the field of gamification of project activities and interactive forms of training allows expanding the scale and increasing the efficiency of the modern educational process.

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