The most important requirement for today’s general education is the cultivation of humane and tolerant personality of the information society with well-developed business skills, which will allow him or her to successfully integrate into the complex social environment and act not only as a consumer but also as a producer, executive, leader, who can perform various social roles and determine the effectiveness and quality of his or her activities. The research aims to theoretically justify and experimentally verify the methodology for developing business skills in high school students using project activities. General education schools served as experimental facilities. The analysis of the experiment’s results took into account the number of group participants, as well as sampling representativeness (225 high school students aged between 14 and 17 in each group experimental and control). High school students’ understanding of the need for well-developed business skills is enhanced due to such forms and methods as reading biographies of prominent businessmen from all over the world; role-playing situations; meetings with people who have succeeded in economic, entrepreneurial, pedagogical and other fields; visits to companies, enterprises, cultural and scientific institutions; certain business games (“How can one live within one’s means?”, “Starting a business”, “Business communication”, “Manager’s working week”), conversations on such topics as “Is it difficult to be a businessman?”, “How can one succeed in learning?”, “Tell me about myself”; the “this is my opinion” student platform; participation in the youth forum of student organizations, an insight into business sites. The following diagnostic methods were used to identify the development level of certain business skills: the method called “Determining a self-focus” needed to identify business focus; the method called “Striving for achievements” needed to identify a striving for success; relevant tasks used to identify the level of key competencies; questionnaires about creativity; the communication and organization skills methodology needed to assess respective skills; methods for studying the level of subjective locus of control needed to assess responsibility; methods for identifying risk preparedness; the scale of reactive (situational) and personal anxiety needed to identify the level of self-control; the tolerance index questionnaire. The obtained results show that the number of high school students with a high level of business skills has increased by 12.8% in EG and only by 1.3 in CG. The number of high school students with an average level of business skills has increased by 3.8% in EG and by 0.6 in CG. Therefore, the comparison of EG and CG results proves the effectiveness of the proposed methodology for developing business skills in high school students using project activities.
The presented article reveals and generalizes the experience of using gamification in the context of non-formal adult educational practices. From this perspective, the basic understanding of gamification is defined, priorities are set for the use of gamification components, the non-game context as a basis for gamification of training course programs is analysed. An empirical study of extrapolated game mechanics in non-formal adult educational practices of Adult Education Centres has been carried out. Definitions are given regarding consideration of social and psychological types of adult students for application of gamification of non-formal education. In the article the gamified educational non-game context is formulated as non-imitation with apreserved invariable content of educational activity at changingthe way of organization of this activity. Among the most common game mechanics found to meet the priority needs of adult students are those in which reward was offered for the task; balanced competition was stimulated; different types of interaction were envisaged; an opportunity was provided to share results and achievements outside of training; quick feedbackwas provided. Variability of extrapolation of game mechanics into non-formal educational practices of adults concerns the following main didactic categories of educational programs: learning objectives; the forms of training organization; teaching methods; learning motivation; control of learning outcomes.
Бучацька С.М. к.психол.н., доцент кафедри методики навчання іноземних мов Вінницький державний педагогічний університет імені Михайла Коцюбинського Зарічна О.В. к.пед.н., доцент кафедри методики навчання іноземних мов Вінницький державний педагогічний університет імені Михайла Коцюбинського Хуртенко О.В. к.психол.н., доцент кафедри теорії і методики фізичного виховання Вінницький державний педагогічний університет імені Михайла Коцюбинського
The present study investigates psychological foundations of mind mapping as one of the relevant tools in teaching and learning process. A Mind Map, the modern approach implemented and developed by Tony Buzan is viewed as a visual diagram used to record and organise information in a way which the brain finds captivating and easy to process. It is based on the conception of radial tree, diagramming key words in a colorful, radiant, tree-like structure. The study focuses on the theoretical analysis of brain’s as well as cerebral hemispheres’ functioning aiming to explain the claimed increased effectiveness of mind mapping over other forms of learning, understanding, remembering and performing. Much attention is devoted to the benefits and challenges of using mind maps. Thus, some sufficient mind mapping strategies for English teachers which can be effectively used in the classroom have been presented. The research confirms that mind mapping is a beneficial learning tool to help students brainstorm any topic and think creatively. It is a powerful way for students to reach high levels of cognitive performance. References Abi-El-Mona, I., & Ad-El-Khalick, F (2008). The Influence of Mind Mapping on Eighth Graders' Science Achievement. School Science and Mathematics, 108, 298-312. Buchatska, S. (2015). Anxiety factors of students’ emotional disposition to professional communication in foreign languages. East European Journal of Psycholinguistics. 2(1), 3–10. Buzan, T. and Buzan, B. (1993). The mind map book: How to use radiant thinking to maximize your brains untapped potential. Dutton. Buzan, T., & Buzan, B. (2010). The Mind Map Book. Unlock your creativity, boost your memory, change your life. Harlow, England: Pearson. Cunningham, W. A., Raye, C. L., & Johnson, M. K. (2005). Neural correlates of evaluation associated with promotion and prevention regulatory focus. Cognitive, Affective, & Behavioral Neuroscience, 5, 202-211. Farrand, P., Hussain, F., & Hennessey, E. (2002). The efficacy of the ‘mind map' study technique. Medical Education, 36, 426-431. Gardner, H. (1993). Multiple Intelligences. New York: Basic Books. Novak, J. D., & Cañas, A.J. (2008). The Theory Underlying Concept Maps and How to Construct and Use Them. Institute for Human and Machine Cognition. Pensacola Fl. Retrieved from http://www.ihmc.us. Paivio, A. (1971). Imagery and Verbal Processes. New York: Holt, Rinehart and Winston. (Republished in 1979 – Hillsdale, NJ: Erlbaum.) Yates, F.A. (1966). The Art of Memory. London: Routledge and Kegan Paul.