The use of simulation games in the development of professional competencies of future software engineers

- Концедайло, В.В. (2018) The use of simulation games in the development of professional competencies of future software engineers Dissertation candidate2 thesis, Житомирський державний університет імені Івана Франка.

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Abstract

The thesis for a Candidate Degree in Pedagogical Sciences (Philosophy Doctor) specialty 13.00.10. – Information and communication technology in education – Institute of Information Technologies and Learning Tools NAES of Ukraine, Kyiv, 2018. The thesis is the theoretical-experimental research of the use of simulation games in the development of professional competencies of future software engineers. It analyzed scientific sources on the topic of the research, as a result of which the key concepts of "competence" and "professional competence" were selected on the basis of the Laws of Ukraine. It was also established that professional competences, according to some authors, are divided into hard and soft ones. The concept of "professional soft competencies" is summarized in this form: it is a complex of non-specialized competencies that, in one way or another, relates to problem solving, interactions between people and is responsible for a successful participation in the work process, high productivity and, unlike specialized competencies, is not related to a specific area or domain. It was determined that these are competencies that are not directly related to the control of equipment and technical skills. The following definition of "simulation games" is proposed: these are interactive applications that fully or partially simulate certain real processes or systems, and that engage and motivate students through a fun and interesting game experience, where students can perform different roles in various realistic circumstances, and that are used in educational process in cases when a real practice is not possible or not available. It is also specified that the term "game simulation" is used to describe the runtime of a specific simulation game, so the process of full or partial simulation of the specific real processes or systems. The refined classification of professional competencies of future software engineers (with the adaptation of the correspondent hard and soft competencies according to the classification) is proposed, according to which professional competences are divided into hard and soft competences. The author's model of the use of simulation games for the development of professional competencies of future software engineers, which takes into account pedagogical approaches and didactic principles and consists of the goal, three structural units and the expected result. The emergence of simulation games contributes to the improvement of the content of the discipline "Professional practice of software engineering", which is focused on the use of simulation games in the educational process. The proposed model includes the following forms: practical classes, independent work, consulting, training, as well as the following methods: adaptive learning, projectbased learning, modeling of situations, testing. The result should show an increase in the level of development of professional competencies of future software engineers. The method of the development of professional competences of future software engineers is proposed. The method includes: purpose and content of training, learning forms, methods and tools. The purpose of the use of simulation games is the development of the relevant professional competencies of future software engineers.The meaning of the training is in the improvements of the process of teaching of normative disciplines using simulation games. The following tasks were accomplished to improve the content of the normative discipline "Professional practice of software engineering": selected the simulation games, that are expedient to use in the process of the development of their professional competencies of future software engineers; improved the discipline "Professional practice of software engineering" to use the simulation games during the study of various topics; developed the methodical recommendations for the use of simulation games in the process of teaching the discipline "Professional practice of software engineering". The author's methodology includes methods, means and forms of training with use of the simulation games (such as: SimSE, Game Dev Tycoon, Software Inc.), detailing the use of each of the selected gaming simulators as a means of development of the professional competencies of future software engineers in the educational process of higher education institutions. It is substantiated and explained on examples, which professional soft competencies are developed when corresponded game simulations are passed in the selected simulation games. The materials and results can be used at institutions of higher education and at scientific institutions for training future software engineers, as well as by managers of software development companies to improve team work of software developers in the organization.

Item Type: Thesis (Dissertation candidate2)
Keywords: simulation games, professional competence, professional soft competencies, development of professional competencies, software engineers, ICT
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.9 ІКТ ( Application-oriented computer-based techniques )
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 37.01/.09 Special auxiliary table for theory, principles, methods and organization of education > 37.02 General questions of didactics and method
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 378 Higher education. Universities. Academic study
Divisions: Information Technologies and Learning Tools > Joint laboratory with Zhytomyr Ivan Franko State University
Depositing User: к.пед.н., с.н.с. А.В. Яцишин
Date Deposited: 02 Jan 2019 14:07
Last Modified: 02 Jan 2019 14:07
URI: http://lib.iitta.gov.ua/id/eprint/713249

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