International Electronic Journal of Mathematics Education

Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English
  • Article Type: Research Article
  • International Electronic Journal of Mathematics Education, 2016 - Volume 11 Issue 1, pp. 263-270
  • Published Online: 10 Apr 2016
  • Article Views: 667 | Article Download: 746
  • Open Access Full Text (PDF)
AMA 10th edition
In-text citation: (1), (2), (3), etc.
Reference: Karimova LS, Makhankova NV, Troinikova EV, Suvorova KR. Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English. Int Elect J Math Ed. 2016;11(1), 263-270.
APA 6th edition
In-text citation: (Karimova et al., 2016)
Reference: Karimova, L. S., Makhankova, N. V., Troinikova, E. V., & Suvorova, K. R. (2016). Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English. International Electronic Journal of Mathematics Education, 11(1), 263-270.
Chicago
In-text citation: (Karimova et al., 2016)
Reference: Karimova, Liliya Sh., Natalia V. Makhankova, Ekaterina V. Troinikova, and Karina R. Suvorova. "Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English". International Electronic Journal of Mathematics Education 2016 11 no. 1 (2016): 263-270.
Harvard
In-text citation: (Karimova et al., 2016)
Reference: Karimova, L. S., Makhankova, N. V., Troinikova, E. V., and Suvorova, K. R. (2016). Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English. International Electronic Journal of Mathematics Education, 11(1), pp. 263-270.
MLA
In-text citation: (Karimova et al., 2016)
Reference: Karimova, Liliya Sh. et al. "Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English". International Electronic Journal of Mathematics Education, vol. 11, no. 1, 2016, pp. 263-270.
Vancouver
In-text citation: (1), (2), (3), etc.
Reference: Karimova LS, Makhankova NV, Troinikova EV, Suvorova KR. Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English. Int Elect J Math Ed. 2016;11(1):263-70.

Abstract

The aim of this article is to develop educational gaming simulation technology contributing to the achievement and development of students’ creative competence as the indicator of their successful self-realization in the profession. The structure of the presented technology includes objective, methodological, content, organizational and technological and result components. The introduction of gaming simulation as an educational technology in the process of the English language training aimed at developing creative educational space which defines the professional-creative competence development of the students – future specialists of foreign language and culture.

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License

This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.