Mzhelskaya Tatiana Vladimirovna
Кандидат исторических наук, Cand. Sci. (Historical), Assoc. Prof., of the Department of National and Universal History, Novosibirsk state pedagogical university, mzel08@mail.ru, Novosibirsk
Spesivtseva Vera Alexandrovna
Кандидат исторических наук, Assoc. Prof., of the Department of National and Universal History, Novosibirsk State Pedagogical University, wierra@yandex.ru, Novosibirsk

Business Game as a Means of Implementing Task Secondary School Education

In the article, the authors consider the concept and specifics of a business game. The game is seen as one of the most effective ways of developing a student’s personality (didactic subject) by imitating reality. The authors believe that the business game is a promising factor in forming competences required by Federal Governmental Educational Standards for the secondary education and one of the best methods for implementing activity-competence approach and has a great potential in developing practical skills of students. Gaming techniques and methods help to realize a student’s research, creative and cognitive abilities and to prepare him for future practical activities. In the article authors analyze modern approaches to the organization, implementation and evaluation of gaming activities, and also propose their own options of organizing and implementing games. The business game, in which students act as research scientists, can be one of these techniques. The purpose of this article is to present the practical development, organization and conducting of the two games, which were carried out at the festivals held by the Novosibirsk’s student scientific society “No Fest”. A business game as a factor in developing research and communication skills in students. The authors believe that regular carrying out of such games can increase the level of communication and intellectual activity, as well as research motivation of students. The result of this research is two games, developed by one of the authors, and methodological recommendations for their implementation. In conclusion, the authors emphasize the effectiveness of the business game as a factor of research and communicative competence and scientific view formation.
game, business game, education, competencies formation, research activities

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