UDC 37.062.1

THE USE OF GAMING TECHNOLOGY IN CAREER-ORIENTED ACTIVITIES

Razhova Nadezda Alexandrovna1, Yakimova Alena Sergeevna2, Korobova Elizaveta Viktorovna3, Prokhorova Maria Petrovna4
1Nizhny Novgorod State Pedagogical University. Kozma Minin, 4th year student
2Nizhny Novgorod State Pedagogical University. Kozma Minin, 4th year student
3Nizhny Novgorod State Pedagogical University. Kozma Minin, 4th year student
4Nizhny Novgorod State Pedagogical University. Kozma Minin, Ph.D., Associate Professor

Abstract
This article discusses the importance of using gaming technology in vocational guidance activities of higher education institutions. The article reveals the essence of active learning methods, justified pedagogical potential use in professional orientation activities. As a form proforientatsonnogo activities using active learning methods presented quest as a subspecies of the business game, which implies a sequential execution of certain tasks. This form allows an applicant to obtain new knowledge about educational organization, implemented educational programs, educational institution infrastructure in the form of a game.

Keywords: active learning methods., applicant, career guidance activities, educational institution, motivation, occupation, quest, role play, the applicant


Category: 13.00.00 Pedagogics

Article reference:
The use of gaming technology in career-oriented activities // Modern scientific researches and innovations. 2016. № 10 [Electronic journal]. URL: http://web.snauka.ru/en/issues/2016/10/72876

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