A.Zh. Bekbosynova

Kostanay state university named after A.Baitursynov

Business game as a model of the future professional activity of students

 

One of the most important problems of modern high school pedagogic -  activation of cognitive activity of students, in particular by means of active methods of training. Problem situations, search tasks at lectures and a practical training are only separate methods of problem training. Along with traditional forms of activation of activity of trainees and methods of problem training, allocate non conventional game forms and methods.

The game is a way of modeling of future professional activity in educational process. In the course of the game imitating conditions of future professional activity, in the course of implementation of game requirements students realize that are necessary not only knowledge, but also their use for further application in practice.

The business game is a complex training tool that requires careful preparation and a specific methodological approach.
In the business game most explicitly modeled subject and the social content of professional activities.
Professional activity, rolled to sign systems, texts, educational information, gets a sweep in the game form of organization of educational activity of students and thereby absorbed. Knowledge here is not separated from their practical application, as participants gain enough experience of their use in the function of means of regulation of its own actions. Knowledge is not digested for the future, not in reserve and in a context of practical actions and on their basis.
[1].

Business game should be chosen for realization first of all the following pedagogical functions:

• for formation at experts of complete idea of professional activity in its dynamics;

• for acquisition both subject and professional, and social experience, including experience of adoption of individual and joint decisions;
• for professional development of theoretical and practical thinking;
• for the formation of cognitive motivation, ensuring conditions for the appearance of professional motivation.
Thus, the business game is a form of reconstruction of the subject and social content of the future professional activity of the specialist, the simulation of such systems of relations, which is typical for this activity as a whole
[1].

Business game recreates a subject context - a situation of future professional activity (conditional practice) - and a social context in which the trainee interacts with representatives of other role positions. Thus, in business game the complete form of collective educational activity on complete object - on model of conditions and dialectics of professional activity [2] is realized.

As in the business game "subject of activity" carries out quasiprofessional (according to A.A.Verbitsky) the activity combining educational and professional elements, therefore, knowledge and abilities are acquired by it not abstractly, and in a profession context. At the same time the trainee along with professional knowledge gets others professionally significant "competence" — skills of communicative interaction, collective  leadership , ability to  lead and to obey, psychological stability in case of not achievement of the purpose, etc.

Thus, business game cultivates personal qualities, intensifies process of socialization of future professional in emotionally liberated, intellectually and creatively stimulating situation. Business games, imitating the situations connected with future profession of students give the chance of them to participants to acquire to 90% of a training material. Thus business is reduced not to mechanical storing, and to the systematic analysis and active creative process of the most effective solutions of production tasks. .

Carrying out such games on classes in Russian in national groups helps to solve at once some problems promoting an intensification of training, in particular to involve students in communicative interaction and to stimulate them to a producing the Russian speech. Depending on future profession of the student, studied in higher education institution, the teacher defines those types of games which give the greatest effect in assimilation of a training material, seeking to achieve the maximum approach to real conditions of practical activities. For this purpose the circle of lexicon and grammatical designs comes to light, optimum conditions for their assimilation in the course of repeated exercises and training are created. As business game can be played any professional situation simulated taking into account specialty playing and demanding their speech reaction. So, with students of specialty "Information Systems" I hold the game "PC user". Game is focused on check of literacy of the student who carries out a role of the instructor. As the being trained 2-3 students act.

The instructor has to competently, well explain to the trainees a structure of the computer, its function, possible operations, actions.  To the end of the game trainees have to pass test, showing the communicative abilities, using professional terminology.

 In debate "Suicide: act or cowardice" many persons are involved: social psychologist, teacher, parents, employees of law enforcement agencies, pupils, leader.

Students get acquainted with features of conducting process, with features of terminology of each profession, speech forms. Then according to the made scenario imitate the conversation.

Preparation and carrying out business game includes some stages. On the first its conditions are stated, the carrying out purposes, number of participants is defined, the scenario is formed.

 At the second stage performers of roles are outlined, forms of the documents appearing in game are developed, the corresponding attributes are selected. On the following, holding game, the teacher controls it course. When summing up he notes, who as played a role. Game demands ability correctly to build interrogative designs and answers to them, fast speech reaction. Analysis of situations, independent actions of students in these situations and their speech behavior, documentation registration in Russian promotes not only to development of future profession, but also development of necessary speech skills.

Thus, the teacher on the occupation imitating meeting for "a round table", only formulates a problem, and search of their decision is conducted by students that, undoubtedly, stirs up their cognitive activity, allows to express the point of view more freely.

 According to V. V. Guzeev, business game is model of interaction of people in the course of achievement of some purposes — economic, political, etc.; group exercise on development of decisions in the simulated conditions imitating a real situation [3]. He allocates essential features of business game as forms of education:

1 . Imitation a real process in game using the model.
2. The distribution of roles between the participants, their interaction with each other.

3 . Distinction of interests at participants of the game and the emergence of conflict situations.

4. The General's goal of all participants, on the background of which are developing private conflicts and contradictions.

5 . The accounting of probabilistic nature of results of the activity, caused by incompleteness of information and impossibility of anticipation of all consequences of made decisions.

6 . Realization of "a chain of decisions", each of which depends from previous, and also on the decisions made by other participants of the game.

7. The use of flexible scope of time.

8 . The use of a system of an assessment of results of activity of each participant and game collectives, and also stimulation systems.

 Such games with use of active game methods allow to approach students to their future work, to acquire knowledge in a context professional activity.

 

Conclusions:
• increased motivation, emotional intensity of the training process;

• there is a preparation for professional activity, abilities are formed, i.e. students learn to put the knowledge into practice;

• post-match discussion contributes to the reinforcement of knowledge;

• achieved a comprehensive pedagogical objectives: cognitive, educational, developmental.

• students get acquainted with the dialectical methods of research of a question (problem), deepen their knowledge, learn professional functions on a personal example.

• the consciousness of belonging to collective is formed, interrelations are consolidated at the solution of collective tasks, and collective discussion of the general questions forms criticality, restraint, respect for other opinion, attention to colleagues.

• developed logical thinking, ability of finding answers to questions, improved speech and speech etiquette, ability to participate in discussions and to communicate effectively.

References:

1 . Verbitsky A.A. Active training at the higher school: contextual approach. — M.: The higher school, 1991.

2 . Verbitsky A.A. Borisova N. V. Methodical recommendations about carrying out business games. — M, 1990.

3 . Guzeev V. V. Methods and organizational forms of education. – M.: National education. – 2001