World of Science. Series: Sociology, Philology, Cultural Studies
World of Science. Series: Sociology, Philology, Cultural Studies
           

2025, Vol. 16, No. 1. - go to content...

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DOI: 10.15862/27SCSK125 (https://doi.org/10.15862/27SCSK125)

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Serikov V.S., Zhurbenko V.A., Karlash A.E. [Business play as a method of active student learning] World of Science. Series: Sociology, Philology, Cultural Studies, 2025, Vol. 16, No. 1. Available at: https://sfk-mn.ru/PDF/27SCSK125.pdf (in Russian). DOI: 10.15862/27SCSK125


Business play as a method of active student learning

Serikov Vadim Sergeevich
«Kursk State Medical University» Ministry of Health of the Russian Federation, Kursk, Russia
E-mail: vadya-stom@yandex.ru

Zhurbenko Veronika Alexandrovna
«Kursk State Medical University» Ministry of Health of the Russian Federation, Kursk, Russia
E-mail: prepvermed@mail.ru

Karlash Anastasia Evgenievna
«Kursk State Medical University» Ministry of Health of the Russian Federation, Kursk, Russia
E-mail: karlash2004@mail.ru

Abstract. Modern realities impose high demands on future graduates of higher education. In this regard, the most pressing issue of educational activities of a medical university is the quality of training for future medical workers. The ability to solve various professional problems is the basis of the activities of any doctor. The ability to solve these problems is formed throughout the entire period of study at a medical university, which is achieved by various teaching methods. Teaching methods are a way of interaction between a teacher and students, as a result of which knowledge, skills and abilities provided for by the content of training are transferred and assimilated. Methods of active learning contribute to the development of motivation and communication skills of students, as well as better assimilation of the material.

Currently, there is a tendency to use gaming technologies in the process of teaching students, as this leads to the achievement of the following most important educational goals: (a) increasing motivation; (b) activation of previously acquired knowledge; (c) development of analysis, critical thinking; (d) decision-making; (e) communications; (f) self-development or development due to other participants in the game. The use of business games in the learning process contributes to the development of professional competencies of students, forms the ability to reasonably defend their point of view, analyze and interpret the information received, and work in a group. The business game also helps instill certain social skills and nurture the right self-esteem. The article discusses the use of business games as a method of active training of students, provides data on student surveys on the attitude of students to the use of business games in the educational process.

Keywords: business game; active learning methods; educational process

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