Abstract

Introduction. Modern tendencies in education require the training of specialists for the labour market, taking into account the changing requirements and influence of the environment. The influence of sociocultural contexts is reflected in the system of human relations with the world, manifested in actions and motives, represented in the speech act. The individual internal lexical and semantic context of a speech act is deterministic by subjective predictors (type of communication, meaningful roles, consistency of the Self-real/Self-ideal, rigidly bound constructs). The article was aimed to show how the business game of the contextual type influences the formation of the individual internal lexical and semantic context of each student of the experimental group. Materials and Methods. The study covered two academic years and involved students (N=39) studying in the academic year 2021/22 in the 1st year and in the academic year 2022/23 in the 2nd year). A contextual type business game was developed for the study. The technique of repertoire lattices of J. Kelly, Cotherapeutic computer system «Kelly», methods of mathematical statistics (χ2 -Pearson for identifying the degree of consistency of nominative features - type of communication, consistency of I-real and I-ideal on the basis of role preferences) were used. Measurements were taken before and after the business game. The results were processed using the computer program «Statistica» (vers. 12). Results and discussion. It was revealed that the contextual type business game influenced the subjective predictors of individual internal lexical-semantic context of each student's speech act. Obtained on the basis of the technique of repertoire grids, personal bipolar constructs, processed in the computer system «KELLY», allowed to identify the role preferences and consistency of the real self and the ideal self, the type of communication, and individual rigidly connected constructs. Mathematical and static analysis revealed a statistically significant shift in the change in the type of communication (χ2 = 6.838; p < 0,05) before and after the business game. Conclusion. The experiment showed that a contextual business game creates conditions for the formation and development of communicative, conflict-related, sociocultural competencies.

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