The Concept of Interactive Teaching Methods and Their Characteristics
Author`s Contribution:
- National University of Pharmacy, Ukraine
- National Technical University “Kharkiv Polytechnic Institute”, Ukraine
Background and aim of study:
It is known that traditional teaching methods are
mainly descriptive. Interactive teaching methods differ
from others in that, that they allow the participants in
high education to be personally involved in the
functioning of the system research, gives the
opportunity to “live” for some time in “real” living
conditions. It should be noted that gaming technology
is not a substitute for traditional teaching methods; it
only rationally complements them, expands the
pedagogical arsenal of the teacher, allows to more
effectively solve the tasks of a particular lesson and the
entire course.
Results:
The business game reproduces the subject context – the
environment of future professional activity (conditional
practice) – and the social context in which the
participant interacts with representatives of other role
positions. Thus, the business game implements a
holistic form of collective learning activities on a
certain object – on the model of conditions and
dialectics of professional activity.
Modelling or simulating the conditions and dynamics
of production, actions and relationships of
professionals, business game is an instrument of
updating, applying and consolidating knowledge and
an instrument of developing practical thinking. This
effect is achieved through the interaction of game
participants in a given situation or production system.
Business game is implemented on a simulation model
as a joint activity to create and solve game learning
tasks, in the preparation and usage of individual and
collective solutions. Rules and norms of joint activity,
language of imitation and connection are set in advance
or arise during the game. Business game is conducted
as a dialog; it is a two-track approach, as it is aimed to
achieve two goals: gaming and pedagogical, which is a
priority, but it should not dominate the first one though.
In addition, the business game is to some extent a
means of developing theoretical thinking. Namely,
there are some aspects of the mechanism of mastering
theoretical knowledge. a) deep analysis – search and
exclusion in some integral subject of the basic and
genetically primary relation from extraneous,
insignificant features of a subject; b) informative
planning – search and creation of a system of possible
actions that meet the basic conditions for solving the task. The designation of such mechanisms is a step
towards identifying the structural features of theoretical
thinking. c) meaningful reflection – search and
consideration of significant reproductions of one’s own
actions. These three activities in the process of gaming
practice are mandatory; moreover, without analysis,
planning and reflection, it is basically impossible to
conduct business games. The modern approach to the
theory of business game allows to consider contextual
training in connection with the general theory of
modelling of pedagogical technologies. The model of
educational activity reflects the real actions and deeds
of the specialist: 1) analysis of the situation, 2) goal
setting, 3) solution, 4) proof of the correct solution.
In fact, it is a generalized model of the organization of
cognitive activity in active learning of the contextual
type, involving the independent thinking starting from
learning of the problem to the solution of it and
confirmation of the correctness of the solution. It
should be noted that not only the technological side of
the activity is modelled, but also the social one – the
ability to solve problems in the process of
communication.
As the basic unit of educational process the educational
module on a certain theme having invariant structure is
presented. Each stage of the structure corresponds to a
certain type of activity of higher education students to
master educational information. Depending on the
purpose of each stage, the appropriate forms of
organization of the educational process are selected in
the form of a lecture, conversation, seminar, workshop,
test, business game etc. Eventually, each lesson gets its
main didactic goal, loses its independent meaning as a
unit of the educational process, but becomes a “basic
element” of the module.
Conclusion:
Thus, in the business game in the most complete way
the characteristic features of technologies (including
gaming) are synthesized, which allows to use
contextual training in educational process of university
effectively.
DOI and UDC:
UDC: 378.147.227
DOI: 10.26697/ijes.2020.4.13
Information about the authors:
Kovalevska Inna Vyacheslavivna – Doctor of
Pharmacy, Associate Professor of the Department of
Industrial Technology of Drugs, National University of
Pharmacy, Kharkiv, Ukraine.
Research interests: higher education, education and
training; https://orcid.org/0000-0001-5610-8334
Ruban Olena Anatoliivna – Doctor of Pharmacy,
Professor, Head of the Department of Industrial
Technology of Drugs, National University of
Pharmacy, Kharkiv, Ukraine.
Research interests: higher education, management
system, personality potential; https://orcid.org/0000-
0002-2456-8210
Kutovyi Dmytro Serhiyovych – PhD Student,
National Technical University “Kharkiv Polytechnic
Institute”, Kharkiv, Ukraine.
Research interests: personality potential, higher
education; https://orcid.org/0000-0002-9949-675X