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.
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.
Article Type: Research Article
INT ELECT J MATH ED, Volume 11, Issue 1, January 2016, 263-270
https://doi.org/10.29333/iejme/330
Publication date: 10 Apr 2016
Article Views: 2926
Article Downloads: 2160
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