THE USE OF GAME TECHNOLOGIES FOR PROFESSIONAL TRAINING TARGETED TO STUDENTS OF HIGHER PEDAGOGICAL EDUCATIONAL INSTITUTIONS

Abstract

The aim of the article is to highlight the main aspects of the practical use of gaming technologies in the process of professional training targeted to students of higher pedagogical educational institutions. The analysis of works of domestic and foreign experts is carried out. It is noted that there is not any unambiguous approach to the implementation of such an innovative approach. To develop the professional competence of future engineers-teachers of a computer profile, it is necessary to use game training technologies. Game methods are characterized by the presence of game models of the object, process or activity; activating students’ thinking and behaviour; the obligatory interaction of students with each other and their teachers; emotional and creative character of the activity; students’ independence in decision-making; students’ desire to acquire skills in a relatively short period of time. The introduction of active teaching methods with the use of simulators is associated with the need to create a qualitative simulation model of processes and objects which characterize complex control systems. It is proved that under conditions of rapid growth of the information volume, the need for better processing and assimilation, the method of simulation is the most effective means of achieving strong, profound knowledge, skills and abilities. It is determined that gaming technologies not only equip students with the results of scientific knowledge, but also form independence, develop and improve abilities for creative activities. It is established that an important feature of software systems is the availability of graphical visualization of simulation results, as well as the possibility of carrying it out in real terms. In order to introduce active training methods applying simulation modelling in the process of the professional training targeted to the future engineers-teachers of the computer profile, there were determined the development stages of the simulator model aimed at assembling and diagnosing PC. The simulator of PC assembling and diagnosing is developed. Using Blender 3D, the main computer components were modelled. The main goal of the simulator is an interactive assembling of the computer by means of a wide range of components varying in degrees of impact on other objects. Each object has its own weight and a different degree of influence on other objects. There is also a possibility to manipulate objects (twist, torsion). The simulator of computer installation and diagnostics allows defining the concept of compatibility and diversity of PC components; develops the ability to solve problems independently, educates engineering culture. It is revealed that the introduction of the simulator for the PC assembling and diagnostics into the educational process enables bringing the learning process closer to practical activities. Simulating the conditions of the practical professional activity, the intensification of the educational process is carried out. The use of the simulator increases students’ interest and maximizes the quality of their learning.

Authors and Affiliations

Anna Alekseeva, Oleksandr Antonenko, Nataliia Kravchenko, Larysa Horbatyuk

Keywords

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  • EP ID EP415674
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How To Cite

Anna Alekseeva, Oleksandr Antonenko, Nataliia Kravchenko, Larysa Horbatyuk (2017). THE USE OF GAME TECHNOLOGIES FOR PROFESSIONAL TRAINING TARGETED TO STUDENTS OF HIGHER PEDAGOGICAL EDUCATIONAL INSTITUTIONS. Науковий вісник Південноукраїнського національного педагогічного університету імені К. Д. Ушинського, 119(6), 7-13. https://europub.co.uk/articles/-A-415674