Gaming Simulation Technology in the Development of Professional-creative Competence of Students Learning English
Liliya Sh. Karimova, Natalia V. Makhankova, Ekaterina V. Troinikova, Karina R. Suvorova
More Detail

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

Open Access References How to cite this article