Results of implementation of gaming technology as a pedagogical means of forming the organizational and managerial competence of a future manager

A. Zolotareva, I. E. Sarafanova
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Abstract

The article presents the results of a study of the implementation of gaming technology as a pedagogical means of forming the organizational and managerial competence of a future manager at a university. The essence of the “means of learning” concept is revealed; the relevance of the use of pedagogical means in the process of vocational education is substantiated; the degree of development of the problem of using games in the process of training and professional development of managerial personnel at the university is shown. The competence-based and contextual approaches are presented as the methodological basis of the study; the features of the application of the competence-based process for the organization of the formation of the organizational and managerial competence of the future manager are disclosed; the concept, essence, structure and tools for assessing the organizational and managerial competence of a future manager are disclosed; the possibility of using the contextual approach for the formation of organizational and managerial competence of a manager in activities, including in the process of playing activities as a way of learning is shown; the principles of the implementation of games aimed at the formation of this competence are described - subjectivity, problematicity, professional orientation, dialogue, joint activity of game participants. The article presents a set of games implemented in the research process and includes the following game technologies: business game “Goal-setting as a basis for planning”, simulation game “Effective Communications”, role-playing game “Delegation of Authority”, business game “Effective Control”, “Organization of planning”, “Organization of control”. To confirm the effectiveness of the introduction of gaming technologies in the process of training student managers at the university, the results obtained in the control and experimental groups are shown, the results of processing the results based on the Mann-Whitney U-criterion are given; conclusions are drawn that the use of gaming technologies has proven its effectiveness.
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将游戏技术作为培养未来管理者组织和管理能力的教学手段的实施结果
本文介绍了一项研究的结果,该研究将游戏技术作为一种教学手段,在一所大学中培养未来管理者的组织和管理能力。揭示了“学习手段”概念的本质;论证了在职业教育过程中运用教学手段的相关性;显示了高校管理人员在培养和专业发展过程中运用游戏问题的发展程度。基于能力和情境的方法是本研究的方法论基础;揭示了在组织中运用基于能力的过程形成未来管理者的组织和管理能力的特点;揭示了评估未来管理者的组织和管理能力的概念、本质、结构和工具;使用情境方法在活动中形成管理者的组织和管理能力的可能性,包括在玩活动作为一种学习方式的过程中;本文阐述了旨在形成这种能力的游戏的实施原则——主观性、问题性、专业导向、对话、游戏参与者的共同活动。本文提出了一套在研究过程中实施的游戏,包括以下游戏技术:商业游戏“目标设定作为计划的基础”,模拟游戏“有效沟通”,角色扮演游戏“授权”,商业游戏“有效控制”,“组织计划”,“组织控制”。为了验证游戏技术在高校学生管理者培养过程中的有效性,给出了对照组和实验组的结果,并给出了基于Mann-Whitney u准则对结果进行处理的结果;结论是,游戏技术的使用已经证明了其有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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